Merge pull request #175 from MihailRis/minimal_postprocessing

Minimal postprocessing and GL-related refactor
This commit is contained in:
MihailRis 2024-03-08 22:58:37 +03:00 committed by GitHub
commit ce6a25c4c1
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GPG Key ID: B5690EEEBB952194
33 changed files with 782 additions and 392 deletions

9
res/shaders/screen.glslf Normal file
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@ -0,0 +1,9 @@
in vec2 v_coord;
out vec4 f_color;
uniform sampler2D u_texture0;
void main(){
f_color = texture(u_texture0, v_coord);
}

13
res/shaders/screen.glslv Normal file
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@ -0,0 +1,13 @@
layout (location = 0) in vec2 v_position;
out vec2 v_coord;
uniform ivec2 u_screenSize;
uniform float u_timer;
uniform float u_dayTime;
void main(){
v_coord = v_position * 0.5 + 0.5;
gl_Position = vec4(v_position, 0.0, 1.0);
}

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@ -74,6 +74,7 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/cross.png", "gui/cross");
if (content) {
loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui3d", "ui3d");
loader.add(ASSET_SHADER, SHADERS_FOLDER"/screen", "screen");
loader.add(ASSET_SHADER, SHADERS_FOLDER"/background", "background");
loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/moon.png", "misc/moon");

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@ -136,7 +136,7 @@ bool assetload::font(
}
pages.push_back(std::move(texture));
}
int res = pages[0]->height / 16;
int res = pages[0]->getHeight() / 16;
assets->store(new Font(std::move(pages), res, 4), name);
return true;
}
@ -270,13 +270,19 @@ static bool animation(
Frame frame;
UVRegion region = dstAtlas->get(name);
frame.dstPos = glm::ivec2(region.u1 * dstTex->width, region.v1 * dstTex->height);
frame.size = glm::ivec2(region.u2 * dstTex->width, region.v2 * dstTex->height) - frame.dstPos;
uint dstWidth = dstTex->getWidth();
uint dstHeight = dstTex->getHeight();
uint srcWidth = srcTex->getWidth();
uint srcHeight = srcTex->getHeight();
frame.dstPos = glm::ivec2(region.u1 * dstWidth, region.v1 * dstHeight);
frame.size = glm::ivec2(region.u2 * dstWidth, region.v2 * dstHeight) - frame.dstPos;
if (frameList.empty()) {
for (const auto& elem : builder.getNames()) {
region = srcAtlas->get(elem);
frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
frame.srcPos = glm::ivec2(region.u1 * srcWidth, srcHeight - region.v2 * srcHeight);
animation.addFrame(frame);
}
}
@ -288,7 +294,7 @@ static bool animation(
}
region = srcAtlas->get(elem.first);
frame.duration = elem.second;
frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
frame.srcPos = glm::ivec2(region.u1 * srcWidth, srcHeight - region.v2 * srcHeight);
animation.addFrame(frame);
}
}

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@ -95,7 +95,7 @@ ImageData* BlocksPreview::draw(
break;
}
}
return fbo->texture->readData();
return fbo->getTexture()->readData();
}
std::unique_ptr<Atlas> BlocksPreview::build(
@ -113,8 +113,8 @@ std::unique_ptr<Atlas> BlocksPreview::build(
Viewport viewport(iconSize, iconSize);
GfxContext pctx(nullptr, viewport, nullptr);
GfxContext ctx = pctx.sub();
ctx.cullFace(true);
ctx.depthTest(true);
ctx.setCullFace(true);
ctx.setDepthTest(true);
Framebuffer fbo(iconSize, iconSize, true);
Batch3D batch(1024);

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@ -14,6 +14,7 @@
#include "../graphics/Batch3D.h"
#include "../graphics/Texture.h"
#include "../graphics/LineBatch.h"
#include "../graphics/PostProcessing.h"
#include "../voxels/Chunks.h"
#include "../voxels/Chunk.h"
#include "../voxels/Block.h"
@ -39,6 +40,7 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
level(frontend->getLevel()),
player(player)
{
postProcessing = std::make_unique<PostProcessing>();
frustumCulling = std::make_unique<Frustum>();
lineBatch = std::make_unique<LineBatch>();
renderer = std::make_unique<ChunksRenderer>(
@ -136,132 +138,171 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
}
}
void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible){
EngineSettings& settings = engine->getSettings();
Window::clearDepth();
skybox->refresh(pctx, level->world->daytime, 1.0f+fog*2.0f, 4);
const Content* content = level->content;
auto indices = content->getIndices();
void WorldRenderer::renderLevel(
const GfxContext& ctx,
Camera* camera,
const EngineSettings& settings
) {
Assets* assets = engine->getAssets();
Atlas* atlas = assets->getAtlas("blocks");
Shader* shader = assets->getShader("main");
auto indices = level->content->getIndices();
const Viewport& viewport = pctx.getViewport();
int displayWidth = viewport.getWidth();
int displayHeight = viewport.getHeight();
float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
// Drawing background sky plane
skybox->draw(pctx, camera, assets, level->getWorld()->daytime, fog);
// Setting up main shader
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", settings.graphics.gamma);
shader->uniform1f("u_fogFactor", fogFactor);
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
shader->uniform1f("u_dayTime", level->world->daytime);
shader->uniform3f("u_cameraPos", camera->position);
shader->uniform1i("u_cubemap", 1);
Shader* linesShader = assets->getShader("lines");
// Light emission when an emissive item is chosen
{
GfxContext ctx = pctx.sub();
ctx.depthTest(true);
ctx.cullFace(true);
auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
auto item = indices->getItemDef(stack.getItemId());
float multiplier = 0.5f;
shader->uniform3f("u_torchlightColor",
item->emission[0] / 15.0f * multiplier,
item->emission[1] / 15.0f * multiplier,
item->emission[2] / 15.0f * multiplier
);
shader->uniform1f("u_torchlightDistance", 6.0f);
}
float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
// Binding main shader textures
skybox->bind();
atlas->getTexture()->bind();
// Setting up main shader
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", settings.graphics.gamma);
shader->uniform1f("u_fogFactor", fogFactor);
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
shader->uniform1f("u_dayTime", level->world->daytime);
shader->uniform3f("u_cameraPos", camera->position);
shader->uniform1i("u_cubemap", 1);
drawChunks(level->chunks.get(), camera, shader);
skybox->unbind();
}
void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
auto indices = level->content->getIndices();
blockid_t id = PlayerController::selectedBlockId;
auto block = indices->getBlockDef(id);
const glm::vec3 pos = PlayerController::selectedBlockPosition;
const glm::vec3 point = PlayerController::selectedPointPosition;
const glm::vec3 norm = PlayerController::selectedBlockNormal;
std::vector<AABB>& hitboxes = block->rotatable
? block->rt.hitboxes[PlayerController::selectedBlockStates]
: block->hitboxes;
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjView());
lineBatch->lineWidth(2.0f);
for (auto& hitbox: hitboxes) {
const glm::vec3 center = pos + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
if (player->debug) {
lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
}
}
lineBatch->render();
}
void WorldRenderer::renderDebugLines(
const GfxContext& pctx,
Camera* camera,
Shader* linesShader,
const EngineSettings& settings
) {
GfxContext ctx = pctx.sub();
const auto& viewport = ctx.getViewport();
uint displayWidth = viewport.getWidth();
uint displayHeight = viewport.getHeight();
ctx.setDepthTest(true);
linesShader->use();
if (settings.debug.showChunkBorders){
linesShader->uniformMatrix("u_projview", camera->getProjView());
glm::vec3 coord = player->camera->position;
if (coord.x < 0) coord.x--;
if (coord.z < 0) coord.z--;
int cx = floordiv((int)coord.x, CHUNK_W);
int cz = floordiv((int)coord.z, CHUNK_D);
drawBorders(
cx * CHUNK_W, 0, cz * CHUNK_D,
(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D
);
}
float length = 40.f;
glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
linesShader->uniformMatrix("u_projview", glm::ortho(
0.f, (float)displayWidth,
0.f, (float)displayHeight,
-length, length) * model * glm::inverse(camera->rotation)
);
ctx.setDepthTest(false);
lineBatch->lineWidth(4.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
lineBatch->render();
ctx.setDepthTest(true);
lineBatch->lineWidth(2.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
lineBatch->render();
}
void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible){
EngineSettings& settings = engine->getSettings();
skybox->refresh(pctx, level->world->daytime, 1.0f+fog*2.0f, 4);
Assets* assets = engine->getAssets();
Shader* linesShader = assets->getShader("lines");
// World render scope with diegetic HUD included
{
GfxContext wctx = pctx.sub();
postProcessing->use(wctx);
Window::clearDepth();
// Drawing background sky plane
skybox->draw(pctx, camera, assets, level->getWorld()->daytime, fog);
// Actually world render with depth buffer on
{
auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
ItemDef* item = indices->getItemDef(stack.getItemId());
assert(item != nullptr);
float multiplier = 0.5f;
shader->uniform3f("u_torchlightColor",
item->emission[0] / 15.0f * multiplier,
item->emission[1] / 15.0f * multiplier,
item->emission[2] / 15.0f * multiplier);
shader->uniform1f("u_torchlightDistance", 6.0f);
}
// Binding main shader textures
skybox->bind();
atlas->getTexture()->bind();
drawChunks(level->chunks.get(), camera, shader);
// Selected block
if (PlayerController::selectedBlockId != -1 && hudVisible){
blockid_t id = PlayerController::selectedBlockId;
Block* block = indices->getBlockDef(id);
assert(block != nullptr);
const glm::vec3 pos = PlayerController::selectedBlockPosition;
const glm::vec3 point = PlayerController::selectedPointPosition;
const glm::vec3 norm = PlayerController::selectedBlockNormal;
std::vector<AABB>& hitboxes = block->rotatable
? block->rt.hitboxes[PlayerController::selectedBlockStates]
: block->hitboxes;
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjView());
lineBatch->lineWidth(2.0f);
for (auto& hitbox: hitboxes) {
const glm::vec3 center = pos + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
if (player->debug) {
lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
}
GfxContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
renderLevel(ctx, camera, settings);
// Selected block
if (PlayerController::selectedBlockId != -1 && hudVisible){
renderBlockSelection(camera, linesShader);
}
lineBatch->render();
}
skybox->unbind();
}
if (hudVisible && player->debug) {
GfxContext ctx = pctx.sub();
ctx.depthTest(true);
linesShader->use();
if (settings.debug.showChunkBorders){
linesShader->uniformMatrix("u_projview", camera->getProjView());
glm::vec3 coord = player->camera->position;
if (coord.x < 0) coord.x--;
if (coord.z < 0) coord.z--;
int cx = floordiv((int)coord.x, CHUNK_W);
int cz = floordiv((int)coord.z, CHUNK_D);
drawBorders(cx * CHUNK_W, 0, cz * CHUNK_D,
(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D);
}
float length = 40.f;
glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
linesShader->uniformMatrix("u_projview", glm::ortho(
0.f, (float)displayWidth,
0.f, (float)displayHeight,
-length, length) * model * glm::inverse(camera->rotation));
ctx.depthTest(false);
lineBatch->lineWidth(4.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
lineBatch->render();
ctx.depthTest(true);
lineBatch->lineWidth(2.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
lineBatch->render();
if (hudVisible && player->debug) {
renderDebugLines(wctx, camera, linesShader, settings);
}
}
// Rendering fullscreen quad with
auto screenShader = assets->getShader("screen");
screenShader->use();
screenShader->uniform1f("u_timer", Window::time());
screenShader->uniform1f("u_dayTime", level->world->daytime);
postProcessing->render(pctx, screenShader);
}
void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez) {

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@ -20,17 +20,18 @@ class Batch3D;
class LineBatch;
class ChunksRenderer;
class Shader;
class Texture;
class Frustum;
class Engine;
class Chunks;
class LevelFrontend;
class Skybox;
class PostProcessing;
class WorldRenderer {
Engine* engine;
Level* level;
Player* player;
std::unique_ptr<PostProcessing> postProcessing;
std::unique_ptr<Frustum> frustumCulling;
std::unique_ptr<LineBatch> lineBatch;
std::unique_ptr<ChunksRenderer> renderer;
@ -38,12 +39,38 @@ class WorldRenderer {
std::unique_ptr<Batch3D> batch3d;
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
/// @brief Render level without diegetic interface
/// @param context graphics context
/// @param camera active camera
/// @param settings engine settings
void renderLevel(
const GfxContext& context,
Camera* camera,
const EngineSettings& settings
);
/// @brief Render block selection lines
/// @param camera active camera
/// @param linesShader shader used
void renderBlockSelection(Camera* camera, Shader* linesShader);
/// @brief Render all debug lines (chunks borders, coord system guides)
/// @param context graphics context
/// @param camera active camera
/// @param linesShader shader used
/// @param settings engine settings
void renderDebugLines(
const GfxContext& context,
Camera* camera,
Shader* linesShader,
const EngineSettings& settings
);
public:
WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
~WorldRenderer();
void draw(const GfxContext& context, Camera* camera, bool hudVisible);
void drawDebug(const GfxContext& context, Camera* camera);
void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
static float fog;

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@ -8,6 +8,9 @@
#include "../../graphics/Shader.h"
#include "../../graphics/Mesh.h"
#include "../../graphics/Batch3D.h"
#include "../../graphics/Texture.h"
#include "../../graphics/Cubemap.h"
#include "../../graphics/Framebuffer.h"
#include "../../window/Window.h"
#include "../../window/Camera.h"
@ -19,21 +22,15 @@ const int STARS_COUNT = 3000;
const int STARS_SEED = 632;
Skybox::Skybox(uint size, Shader* shader)
: size(size),
shader(shader),
batch3d(new Batch3D(4096))
: size(size),
shader(shader),
batch3d(std::make_unique<Batch3D>(4096))
{
glGenTextures(1, &cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
for (uint face = 0; face < 6; face++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
glGenFramebuffers(1, &fbo);
auto cubemap = std::make_unique<Cubemap>(size, size, ImageFormat::rgb888);
uint fboid;
glGenFramebuffers(1, &fboid);
fbo = std::make_unique<Framebuffer>(fboid, 0, std::move(cubemap));
float vertices[] {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
@ -58,8 +55,6 @@ Skybox::Skybox(uint size, Shader* shader)
}
Skybox::~Skybox() {
glDeleteTextures(1, &cubemap);
glDeleteFramebuffers(1, &fbo);
}
void Skybox::drawBackground(Camera* camera, Assets* assets, int width, int height) {
@ -109,7 +104,7 @@ void Skybox::draw(
drawBackground(camera, assets, width, height);
GfxContext ctx = pctx.sub();
ctx.blendMode(blendmode::addition);
ctx.setBlendMode(blendmode::addition);
Shader* shader = assets->getShader("ui3d");
shader->use();
@ -141,15 +136,17 @@ void Skybox::draw(
void Skybox::refresh(const GfxContext& pctx, float t, float mie, uint quality) {
GfxContext ctx = pctx.sub();
ctx.depthMask(false);
ctx.depthTest(false);
ctx.setDepthMask(false);
ctx.setDepthTest(false);
ctx.setFramebuffer(fbo.get());
ctx.setViewport(Viewport(size, size));
auto cubemap = dynamic_cast<Cubemap*>(fbo->getTexture());
ready = true;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
cubemap->bind();
shader->use();
Window::viewport(0,0, size, size);
const glm::vec3 xaxs[] = {
{0.0f, 0.0f, -1.0f},
@ -186,26 +183,24 @@ void Skybox::refresh(const GfxContext& pctx, float t, float mie, uint quality) {
shader->uniform1f("u_fog", mie - 1.0f);
shader->uniform3f("u_lightDir", glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f)));
for (uint face = 0; face < 6; face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap->getId(), 0);
shader->uniform3f("u_xaxis", xaxs[face]);
shader->uniform3f("u_yaxis", yaxs[face]);
shader->uniform3f("u_zaxis", zaxs[face]);
mesh->draw(GL_TRIANGLES);
mesh->draw();
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
cubemap->unbind();
glActiveTexture(GL_TEXTURE0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
Window::viewport(0, 0, Window::width, Window::height);
}
void Skybox::bind() const {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap);
fbo->getTexture()->bind();
glActiveTexture(GL_TEXTURE0);
}
void Skybox::unbind() const {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
fbo->getTexture()->unbind();
glActiveTexture(GL_TEXTURE0);
}
}

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@ -13,6 +13,7 @@ class Shader;
class Assets;
class Camera;
class Batch3D;
class Framebuffer;
struct skysprite {
std::string texture;
@ -22,8 +23,7 @@ struct skysprite {
};
class Skybox {
uint fbo;
uint cubemap;
std::unique_ptr<Framebuffer> fbo;
uint size;
Shader* shader;
bool ready = false;
@ -44,7 +44,8 @@ public:
Camera* camera,
Assets* assets,
float daytime,
float fog);
float fog
);
void refresh(const GfxContext& pctx, float t, float mie, uint quality);
void bind() const;
@ -54,4 +55,4 @@ public:
}
};
#endif // FRONTEND_GRAPHICS_SKYBOX_H_
#endif // FRONTEND_GRAPHICS_SKYBOX_H_

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@ -88,12 +88,11 @@ void Container::draw(const GfxContext* pctx, Assets* assets) {
batch->flush();
{
GfxContext ctx = pctx->sub();
ctx.scissors(glm::vec4(pos.x, pos.y, size.x, size.y));
ctx.setScissors(glm::vec4(pos.x, pos.y, size.x, size.y));
for (auto node : nodes) {
if (node->isVisible())
node->draw(pctx, assets);
}
batch->flush();
}
}

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@ -204,7 +204,7 @@ void Image::draw(const GfxContext* pctx, Assets* assets) {
auto texture = assets->getTexture(this->texture);
if (texture && autoresize) {
setSize(glm::vec2(texture->width, texture->height));
setSize(glm::vec2(texture->getWidth(), texture->getHeight()));
}
batch->texture(texture);
batch->setColor(color);
@ -383,7 +383,7 @@ void TextBox::draw(const GfxContext* pctx, Assets* assets) {
glm::vec2 size = getSize();
auto subctx = pctx->sub();
subctx.scissors(glm::vec4(pos.x, pos.y, size.x, size.y));
subctx.setScissors(glm::vec4(pos.x, pos.y, size.x, size.y));
const int lineHeight = font->getLineHeight() * label->getLineInterval();
glm::vec2 lcoord = label->calcPos();
@ -418,7 +418,6 @@ void TextBox::draw(const GfxContext* pctx, Assets* assets) {
batch->rect(lcoord.x, lcoord.y+label->getLineYOffset(endLine), end, lineHeight);
}
}
batch->flush();
}
void TextBox::drawBackground(const GfxContext* pctx, Assets* assets) {

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@ -481,18 +481,16 @@ void Hud::draw(const GfxContext& ctx){
// Crosshair
if (!pause && !inventoryOpen && !player->debug) {
GfxContext chctx = ctx.sub();
chctx.blendMode(blendmode::inversion);
chctx.setBlendMode(blendmode::inversion);
auto texture = assets->getTexture("gui/crosshair");
batch->texture(texture);
int chsizex = texture != nullptr ? texture->width : 16;
int chsizey = texture != nullptr ? texture->height : 16;
int chsizex = texture != nullptr ? texture->getWidth() : 16;
int chsizey = texture != nullptr ? texture->getHeight() : 16;
batch->rect(
(width-chsizex)/2, (height-chsizey)/2,
chsizex, chsizey, 0,0, 1,1, 1,1,1,1
);
batch->flush();
}
batch->flush();
}
void Hud::updateElementsPosition(const Viewport& viewport) {

View File

@ -19,7 +19,7 @@ Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
ubyte pixels[] = {
0xFF, 0xFF, 0xFF, 0xFF
};
blank = std::make_unique<Texture>(pixels, 1, 1, GL_RGBA);
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr;
}

View File

@ -19,20 +19,18 @@ Batch3D::Batch3D(size_t capacity)
};
buffer = new float[capacity * B3D_VERTEX_SIZE];
mesh = new Mesh(buffer, 0, attrs);
mesh = std::make_unique<Mesh>(buffer, 0, attrs);
index = 0;
ubyte pixels[] = {
255, 255, 255, 255,
};
blank = new Texture(pixels, 1, 1, GL_RGBA);
blank = std::make_unique<Texture>(pixels, 1, 1, ImageFormat::rgba8888);
_texture = nullptr;
}
Batch3D::~Batch3D(){
delete blank;
delete[] buffer;
delete mesh;
}
void Batch3D::begin(){

View File

@ -1,21 +1,23 @@
#ifndef GRAPHICS_BATCH3D_H_
#define GRAPHICS_BATCH3D_H_
#include <stdlib.h>
#include <glm/glm.hpp>
#include "UVRegion.h"
#include "../typedefs.h"
#include <memory>
#include <stdlib.h>
#include <glm/glm.hpp>
class Mesh;
class Texture;
class Batch3D {
float* buffer;
size_t capacity;
Mesh* mesh;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Texture> blank;
size_t index;
Texture* blank;
Texture* _texture;
void vertex(float x, float y, float z,

39
src/graphics/Cubemap.cpp Normal file
View File

@ -0,0 +1,39 @@
#include "Cubemap.h"
#include "gl_util.h"
#include <GL/glew.h>
Cubemap::Cubemap(uint width, uint height, ImageFormat imageFormat)
: Texture(0, width, height)
{
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
uint format = gl::to_gl_format(imageFormat);
for (uint face = 0; face < 6; face++) {
glTexImage2D(
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
0,
format,
width,
height,
0,
format,
GL_UNSIGNED_BYTE,
NULL
);
}
}
void Cubemap::bind(){
glBindTexture(GL_TEXTURE_CUBE_MAP, id);
}
void Cubemap::unbind() {
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}

15
src/graphics/Cubemap.h Normal file
View File

@ -0,0 +1,15 @@
#ifndef GRAPHICS_CUBEMAP_H_
#define GRAPHICS_CUBEMAP_H_
#include "Texture.h"
/// @brief Cubemap texture
class Cubemap : public Texture {
public:
Cubemap(uint width, uint height, ImageFormat format);
virtual void bind() override;
virtual void unbind() override;
};
#endif // GRAPHICS_CUBEMAP_H_

View File

@ -3,38 +3,75 @@
#include <GL/glew.h>
#include "Texture.h"
Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
: fbo(fbo), depth(depth), texture(std::move(texture))
{
if (texture) {
width = texture->getWidth();
height = texture->getHeight();
} else {
width = 0;
height = 0;
}
}
Framebuffer::Framebuffer(uint width, uint height, bool alpha)
: width(width), height(height) {
glGenFramebuffers(1, &fbo);
bind();
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
GLuint format = alpha ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
: width(width), height(height)
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Setup color attachment (texture)
GLuint tex;
format = alpha ? GL_RGBA : GL_RGB;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
texture = new Texture(tex, width, height);
texture = std::make_unique<Texture>(tex, width, height);
// Setup depth attachment
glGenRenderbuffers(1, &depth);
glBindRenderbuffer(GL_RENDERBUFFER, depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
unbind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer() {
delete texture;
glDeleteFramebuffers(1, &fbo);
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &depth);
}
void Framebuffer::bind() {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void Framebuffer::unbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Framebuffer::resize(uint width, uint height) {
if (this->width == width && this->height == height) {
return;
}
texture->bind();
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
texture->unbind();
}
Texture* Framebuffer::getTexture() const {
return texture.get();
}
uint Framebuffer::getWidth() const {
return width;
}
uint Framebuffer::getHeight() const {
return height;
}

View File

@ -3,20 +3,40 @@
#include "../typedefs.h"
#include <memory>
class Texture;
class Framebuffer {
uint fbo;
uint depth;
uint fbo;
uint depth;
uint width;
uint height;
uint format;
std::unique_ptr<Texture> texture;
public:
uint width;
uint height;
Texture* texture;
Framebuffer(uint width, uint height, bool alpha=false);
~Framebuffer();
Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture);
Framebuffer(uint width, uint height, bool alpha=false);
~Framebuffer();
void bind();
void unbind();
/// @brief Use framebuffer
void bind();
/// @brief Stop using framebuffer
void unbind();
/// @brief Update framebuffer texture size
/// @param width new width
/// @param height new height
void resize(uint width, uint height);
/// @brief Get framebuffer color attachment
Texture* getTexture() const;
/// @brief Get framebuffer width
uint getWidth() const;
/// @brief Get framebuffer height
uint getHeight() const;
};
#endif /* SRC_GRAPHICS_FRAMEBUFFER_H_ */

View File

@ -3,10 +3,16 @@
#include <GL/glew.h>
#include "Batch2D.h"
#include "Framebuffer.h"
GfxContext::GfxContext(const GfxContext* parent, Viewport& viewport, Batch2D* g2d)
: parent(parent), viewport(viewport), g2d(g2d) {
}
GfxContext::GfxContext(
const GfxContext* parent,
const Viewport& viewport,
Batch2D* g2d
) : parent(parent),
viewport(viewport),
g2d(g2d)
{}
GfxContext::~GfxContext() {
while (scissorsCount--) {
@ -15,20 +21,39 @@ GfxContext::~GfxContext() {
if (parent == nullptr)
return;
if (depthMask_ != parent->depthMask_) {
glDepthMask(parent->depthMask_);
if (g2d) {
g2d->flush();
}
if (depthTest_ != parent->depthTest_) {
if (depthTest_) glDisable(GL_DEPTH_TEST);
if (fbo != parent->fbo) {
if (fbo) {
fbo->unbind();
}
if (parent->fbo) {
parent->fbo->bind();
}
}
Window::viewport(
0, 0,
parent->viewport.getWidth(),
parent->viewport.getHeight()
);
if (depthMask != parent->depthMask) {
glDepthMask(parent->depthMask);
}
if (depthTest != parent->depthTest) {
if (depthTest) glDisable(GL_DEPTH_TEST);
else glEnable(GL_DEPTH_TEST);
}
if (cullFace_ != parent->cullFace_) {
if (cullFace_) glDisable(GL_CULL_FACE);
if (cullFace != parent->cullFace) {
if (cullFace) glDisable(GL_CULL_FACE);
else glEnable(GL_CULL_FACE);
}
if (blendMode_ != parent->blendMode_) {
Window::setBlendMode(parent->blendMode_);
if (blendMode != parent->blendMode) {
Window::setBlendMode(parent->blendMode);
}
}
@ -42,22 +67,40 @@ Batch2D* GfxContext::getBatch2D() const {
GfxContext GfxContext::sub() const {
auto ctx = GfxContext(this, viewport, g2d);
ctx.depthTest_ = depthTest_;
ctx.cullFace_ = cullFace_;
ctx.depthTest = depthTest;
ctx.cullFace = cullFace;
return ctx;
}
void GfxContext::depthMask(bool flag) {
if (depthMask_ == flag)
void GfxContext::setViewport(const Viewport& viewport) {
this->viewport = viewport;
Window::viewport(
0, 0,
viewport.getWidth(),
viewport.getHeight()
);
}
void GfxContext::setFramebuffer(Framebuffer* fbo) {
if (this->fbo == fbo)
return;
depthMask_ = flag;
this->fbo = fbo;
if (fbo) {
fbo->bind();
}
}
void GfxContext::setDepthMask(bool flag) {
if (depthMask == flag)
return;
depthMask = flag;
glDepthMask(GL_FALSE + flag);
}
void GfxContext::depthTest(bool flag) {
if (depthTest_ == flag)
void GfxContext::setDepthTest(bool flag) {
if (depthTest == flag)
return;
depthTest_ = flag;
depthTest = flag;
if (flag) {
glEnable(GL_DEPTH_TEST);
} else {
@ -65,10 +108,10 @@ void GfxContext::depthTest(bool flag) {
}
}
void GfxContext::cullFace(bool flag) {
if (cullFace_ == flag)
void GfxContext::setCullFace(bool flag) {
if (cullFace == flag)
return;
cullFace_ = flag;
cullFace = flag;
if (flag) {
glEnable(GL_CULL_FACE);
} else {
@ -76,14 +119,14 @@ void GfxContext::cullFace(bool flag) {
}
}
void GfxContext::blendMode(blendmode mode) {
if (blendMode_ == mode)
void GfxContext::setBlendMode(blendmode mode) {
if (blendMode == mode)
return;
blendMode_ = mode;
blendMode = mode;
Window::setBlendMode(mode);
}
void GfxContext::scissors(glm::vec4 area) {
void GfxContext::setScissors(glm::vec4 area) {
Window::pushScissor(area);
scissorsCount++;
}

View File

@ -6,29 +6,33 @@
#include "../window/Window.h"
class Batch2D;
class Framebuffer;
class GfxContext {
const GfxContext* parent;
Viewport& viewport;
Viewport viewport;
Batch2D* const g2d;
bool depthMask_ = true;
bool depthTest_ = false;
bool cullFace_ = false;
blendmode blendMode_ = blendmode::normal;
Framebuffer* fbo = nullptr;
bool depthMask = true;
bool depthTest = false;
bool cullFace = false;
blendmode blendMode = blendmode::normal;
int scissorsCount = 0;
public:
GfxContext(const GfxContext* parent, Viewport& viewport, Batch2D* g2d);
GfxContext(const GfxContext* parent, const Viewport& viewport, Batch2D* g2d);
~GfxContext();
Batch2D* getBatch2D() const;
const Viewport& getViewport() const;
GfxContext sub() const;
void depthMask(bool flag);
void depthTest(bool flag);
void cullFace(bool flag);
void blendMode(blendmode mode);
void scissors(glm::vec4 area);
void setViewport(const Viewport& viewport);
void setFramebuffer(Framebuffer* fbo);
void setDepthMask(bool flag);
void setDepthTest(bool flag);
void setCullFace(bool flag);
void setBlendMode(blendmode mode);
void setScissors(glm::vec4 area);
};
#endif // GRAPHICS_GFX_CONTEXT_H_

View File

@ -21,10 +21,21 @@ public:
Mesh(vertexBuffer, vertices, nullptr, 0, attrs) {};
~Mesh();
/// @brief Update GL vertex and index buffers data without changing VAO attributes
/// @param vertexBuffer vertex data buffer
/// @param vertices number of vertices in new buffer
/// @param indexBuffer indices buffer
/// @param indices number of values in indices buffer
void reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer = nullptr, size_t indices = 0);
/// @brief Draw mesh with specified primitives type
/// @param primitive primitives type
void draw(unsigned int primitive);
/// @brief Draw mesh as triangles
void draw();
/// @brief Total numbers of alive mesh objects
static int meshesCount;
};

View File

@ -0,0 +1,42 @@
#include "PostProcessing.h"
#include "Mesh.h"
#include "Shader.h"
#include "Texture.h"
#include "Framebuffer.h"
#include <stdexcept>
PostProcessing::PostProcessing() {
// Fullscreen quad mesh bulding
float vertices[] {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
vattr attrs[] {{2}, {0}};
quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
}
PostProcessing::~PostProcessing() {
}
void PostProcessing::use(GfxContext& context) {
const auto& vp = context.getViewport();
if (fbo) {
fbo->resize(vp.getWidth(), vp.getHeight());
} else {
fbo = std::make_unique<Framebuffer>(vp.getWidth(), vp.getHeight());
}
context.setFramebuffer(fbo.get());
}
void PostProcessing::render(const GfxContext& context, Shader* screenShader) {
if (fbo == nullptr) {
throw std::runtime_error("'use(...)' was never called");
}
const auto& viewport = context.getViewport();
screenShader->use();
screenShader->uniform2i("u_screenSize", viewport.size());
fbo->getTexture()->bind();
quadMesh->draw();
}

View File

@ -0,0 +1,37 @@
#ifndef GRAPHICS_POST_PROCESSING_H_
#define GRAPHICS_POST_PROCESSING_H_
#include "Viewport.h"
#include "GfxContext.h"
#include <memory>
class Mesh;
class Shader;
class Framebuffer;
/// @brief Framebuffer with blitting with shaders.
/// @attention Current implementation does not support multiple render passes
/// for multiple effects. Will be implemented in v0.21
class PostProcessing {
/// @brief Main framebuffer (lasy field)
std::unique_ptr<Framebuffer> fbo;
/// @brief Fullscreen quad mesh as the post-processing canvas
std::unique_ptr<Mesh> quadMesh;
public:
PostProcessing();
~PostProcessing();
/// @brief Prepare and bind framebuffer
/// @param context graphics context will be modified
void use(GfxContext& context);
/// @brief Render fullscreen quad using the passed shader
/// with framebuffer texture bound
/// @param context graphics context
/// @param screenShader shader used for fullscreen quad
/// @throws std::runtime_error if use(...) wasn't called before
void render(const GfxContext& context, Shader* screenShader);
};
#endif // GRAPHICS_POST_PROCESSING_H_

View File

@ -52,6 +52,11 @@ void Shader::uniform2f(std::string name, glm::vec2 xy){
glUniform2f(transformLoc, xy.x, xy.y);
}
void Shader::uniform2i(std::string name, glm::ivec2 xy){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform2i(transformLoc, xy.x, xy.y);
}
void Shader::uniform3f(std::string name, float x, float y, float z){
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
glUniform3f(transformLoc, x,y,z);

View File

@ -3,13 +3,14 @@
#include <string>
#include <glm/glm.hpp>
#include "../typedefs.h"
class GLSLExtension;
class Shader {
uint id;
public:
static GLSLExtension* preprocessor;
unsigned int id;
Shader(unsigned int id);
~Shader();
@ -20,6 +21,7 @@ public:
void uniform1f(std::string name, float x);
void uniform2f(std::string name, float x, float y);
void uniform2f(std::string name, glm::vec2 xy);
void uniform2i(std::string name, glm::ivec2 xy);
void uniform3f(std::string name, float x, float y, float z);
void uniform3f(std::string name, glm::vec3 xyz);

View File

@ -4,18 +4,23 @@
#include <memory>
#include "ImageData.h"
#include "gl_util.h"
Texture::Texture(uint id, int width, int height)
Texture::Texture(uint id, uint width, uint height)
: id(id), width(width), height(height) {
}
Texture::Texture(ubyte* data, int width, int height, uint format)
Texture::Texture(ubyte* data, uint width, uint height, ImageFormat imageFormat)
: width(width), height(height) {
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, (GLvoid *) data);
GLenum format = gl::to_gl_format(imageFormat);
glTexImage2D(
GL_TEXTURE_2D, 0, format, width, height, 0,
format, GL_UNSIGNED_BYTE, (GLvoid *) data
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D);
@ -31,6 +36,10 @@ void Texture::bind(){
glBindTexture(GL_TEXTURE_2D, id);
}
void Texture::unbind() {
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::reload(ubyte* data){
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
@ -56,13 +65,18 @@ void Texture::setNearestFilter() {
Texture* Texture::from(const ImageData* image) {
uint width = image->getWidth();
uint height = image->getHeight();
uint format;
const void* data = image->getData();
switch (image->getFormat()) {
case ImageFormat::rgb888: format = GL_RGB; break;
case ImageFormat::rgba8888: format = GL_RGBA; break;
default:
throw std::runtime_error("unsupported image data format");
}
return new Texture((ubyte*)data, width, height, format);
return new Texture((ubyte*)data, width, height, image->getFormat());
}
uint Texture::getWidth() const {
return width;
}
uint Texture::getHeight() const {
return height;
}
uint Texture::getId() const {
return id;
}

View File

@ -3,24 +3,30 @@
#include <string>
#include "../typedefs.h"
class ImageData;
#include "ImageData.h"
class Texture {
public:
protected:
uint id;
int width;
int height;
Texture(uint id, int width, int height);
Texture(ubyte* data, int width, int height, uint format);
~Texture();
uint width;
uint height;
public:
Texture(uint id, uint width, uint height);
Texture(ubyte* data, uint width, uint height, ImageFormat format);
virtual ~Texture();
void bind();
void reload(ubyte* data);
virtual void bind();
virtual void unbind();
virtual void reload(ubyte* data);
void setNearestFilter();
ImageData* readData();
virtual ImageData* readData();
virtual uint getWidth() const;
virtual uint getHeight() const;
virtual uint getId() const;
static Texture* from(const ImageData* image);
};

View File

@ -35,19 +35,23 @@ void TextureAnimator::update(float delta) {
frame = elem.frames[elem.currentFrame];
}
if (frameNum != elem.currentFrame){
if (changedTextures.find(elem.dstTexture->id) == changedTextures.end()) changedTextures.insert(elem.dstTexture->id);
uint elemDstId = elem.dstTexture->getId();
uint elemSrcId = elem.srcTexture->getId();
if (changedTextures.find(elemDstId) == changedTextures.end())
changedTextures.insert(elemDstId);
glBindFramebuffer(GL_FRAMEBUFFER, fboD);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.dstTexture->id, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elemDstId, 0);
glBindFramebuffer(GL_FRAMEBUFFER, fboR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.srcTexture->id, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elemSrcId, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboD);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fboR);
float srcPosY = elem.srcTexture->height - frame.size.y - frame.srcPos.y; // vertical flip
float srcPosY = elem.srcTexture->getHeight() - frame.size.y - frame.srcPos.y; // vertical flip
// Extensions
const int ext = 2;

View File

@ -14,8 +14,8 @@ public:
virtual uint getWidth() const;
virtual uint getHeight() const;
glm::vec2 size() const {
return glm::vec2(width, height);
glm::ivec2 size() const {
return glm::ivec2(width, height);
}
};

19
src/graphics/gl_util.h Normal file
View File

@ -0,0 +1,19 @@
#ifndef GRAPHICS_GL_UTIL_H_
#define GRAPHICS_GL_UTIL_H_
#include <GL/glew.h>
#include "ImageData.h"
namespace gl {
inline GLenum to_gl_format(ImageFormat imageFormat) {
switch (imageFormat) {
case ImageFormat::rgb888: return GL_RGB;
case ImageFormat::rgba8888: return GL_RGBA;
default:
return 0;
}
}
}
#endif // GRAPHICS_GL_UTIL_H_

View File

@ -3,83 +3,86 @@
#include <algorithm>
inline int getPackerScore(rectangle& rect) {
if (rect.width * rect.height > 100)
return rect.height * rect.height * 1000;
return (rect.width * rect.height * rect.height);
if (rect.width * rect.height > 100)
return rect.height * rect.height * 1000;
return (rect.width * rect.height * rect.height);
}
LMPacker::LMPacker(const uint32_t sizes[], size_t length) {
for (unsigned int i = 0; i < length/2; i++) {
rectangle rect(i, 0, 0, (int)sizes[i * 2], (int)sizes[i * 2 + 1]);
rects.push_back(rect);
}
sort(rects.begin(), rects.end(), [](rectangle a, rectangle b) {
return -getPackerScore(a) < -getPackerScore(b);
});
for (unsigned int i = 0; i < length/2; i++) {
rectangle rect(i, 0, 0, (int)sizes[i * 2], (int)sizes[i * 2 + 1]);
rects.push_back(rect);
}
sort(rects.begin(), rects.end(), [](rectangle a, rectangle b) {
return -getPackerScore(a) < -getPackerScore(b);
});
}
LMPacker::~LMPacker() {
if (matrix) {
for (unsigned int y = 0; y < (height >> mbit); y++) {
delete[] matrix[y];
}
delete[] matrix;
}
cleanup();
}
void LMPacker::cleanup() {
placed.clear();
if (matrix) {
for (unsigned int y = 0; y < (height >> mbit); y++) {
delete[] matrix[y];
}
delete[] matrix;
}
placed.clear();
}
bool LMPacker::build(uint32_t width, uint32_t height,
uint16_t extension, uint32_t mbit, uint32_t vstep) {
cleanup();
this->mbit = mbit;
this->width = width;
this->height = height;
int mpix = 1 << mbit;
cleanup();
this->mbit = mbit;
this->width = width;
this->height = height;
int mpix = 1 << mbit;
const unsigned int mwidth = width >> mbit;
const unsigned int mheight = height >> mbit;
matrix = new rectangle**[mheight];
for (unsigned int y = 0; y < mheight; y++) {
matrix[y] = new rectangle*[mwidth];
for (unsigned int x = 0; x < mwidth; x++) {
matrix[y][x] = nullptr;
}
}
for (unsigned int i = 0; i < rects.size(); i++) {
rectangle& rect = rects[i];
rect = rectangle(rect.idx, 0, 0, rect.width, rect.height);
const unsigned int mwidth = width >> mbit;
const unsigned int mheight = height >> mbit;
matrix = new rectangle**[mheight];
for (unsigned int y = 0; y < mheight; y++) {
matrix[y] = new rectangle*[mwidth];
for (unsigned int x = 0; x < mwidth; x++) {
matrix[y][x] = nullptr;
}
}
for (unsigned int i = 0; i < rects.size(); i++) {
rectangle& rect = rects[i];
rect = rectangle(rect.idx, 0, 0, rect.width, rect.height);
rect.width += extension * 2;
rect.height += extension * 2;
if (mpix > 1) {
if (rect.width % mpix > 0) {
rect.extX = mpix - (rect.width % mpix);
}
if (rect.height % mpix > 0) {
rect.extY = mpix - (rect.height % mpix);
}
}
rect.width += rect.extX;
rect.height += rect.extY;
}
bool built = true;
for (unsigned int i = 0; i < rects.size(); i++) {
rectangle* rect = &rects[i];
if (!place(rect, vstep)) {
built = false;
break;
}
}
for (unsigned int i = 0; i < rects.size(); i++) {
rectangle& rect = rects[i];
if (rect.width % mpix > 0) {
rect.extX = mpix - (rect.width % mpix);
}
if (rect.height % mpix > 0) {
rect.extY = mpix - (rect.height % mpix);
}
}
rect.width += rect.extX;
rect.height += rect.extY;
}
bool built = true;
for (unsigned int i = 0; i < rects.size(); i++) {
rectangle* rect = &rects[i];
if (!place(rect, vstep)) {
built = false;
break;
}
}
for (unsigned int i = 0; i < rects.size(); i++) {
rectangle& rect = rects[i];
rect.x += extension;
rect.y += extension;
rect.width -= extension * 2 + rect.extX;
rect.height -= extension * 2 + rect.extY;
}
return built;
}
return built;
}
inline rectangle* findCollision(rectangle*** matrix, int x, int y, int w, int h) {
@ -103,47 +106,47 @@ inline void fill(rectangle*** matrix, rectangle* rect, int x, int y, int w, int
}
bool LMPacker::place(rectangle* rectptr, uint32_t vstep) {
rectangle& rect = *rectptr;
const unsigned int rw = rect.width >> mbit;
const unsigned int rh = rect.height >> mbit;
if (vstep > 1) {
vstep = (vstep > rh ? vstep : rh);
}
const unsigned int mwidth = width >> mbit;
const unsigned int mheight = height >> mbit;
for (unsigned int y = 0; y + rh < mheight; y += vstep) {
rectangle** line = matrix[y];
bool skiplines = true;
rectangle** lower = matrix[y + rh - 1];
for (unsigned int x = 0; x + rw < mwidth; x++) {
rectangle* prect = line[x];
if (prect) {
x = (prect->x >> mbit) + (prect->width >> mbit) - 1;
} else {
if (skiplines) {
unsigned int lfree = 0;
while (lfree + x < mwidth && !lower[x + lfree] && lfree < rw) {
lfree++;
}
if (lfree >= rw)
skiplines = false;
}
prect = findCollision(matrix, x, y, rw, rh);
if (prect) {
x = (prect->x >> mbit) + (prect->width >> mbit) - 1;
continue;
}
fill(matrix, rectptr, x, y, rw, rh);
rectangle& rect = *rectptr;
const unsigned int rw = rect.width >> mbit;
const unsigned int rh = rect.height >> mbit;
if (vstep > 1) {
vstep = (vstep > rh ? vstep : rh);
}
const unsigned int mwidth = width >> mbit;
const unsigned int mheight = height >> mbit;
for (unsigned int y = 0; y + rh < mheight; y += vstep) {
rectangle** line = matrix[y];
bool skiplines = true;
rectangle** lower = matrix[y + rh - 1];
for (unsigned int x = 0; x + rw < mwidth; x++) {
rectangle* prect = line[x];
if (prect) {
x = (prect->x >> mbit) + (prect->width >> mbit) - 1;
} else {
if (skiplines) {
unsigned int lfree = 0;
while (lfree + x < mwidth && !lower[x + lfree] && lfree < rw) {
lfree++;
}
if (lfree >= rw)
skiplines = false;
}
prect = findCollision(matrix, x, y, rw, rh);
if (prect) {
x = (prect->x >> mbit) + (prect->width >> mbit) - 1;
continue;
}
fill(matrix, rectptr, x, y, rw, rh);
rectptr->x = x << mbit;
rectptr->y = y << mbit;
placed.push_back(rectptr);
return true;
}
}
if (skiplines) {
y += rh - vstep;
}
}
return false;
}
}
if (skiplines) {
y += rh - vstep;
}
}
return false;
}

View File

@ -10,44 +10,44 @@
#include <vector>
struct rectangle {
unsigned int idx;
int x;
int y;
int width;
int height;
int extX = 0;
int extY = 0;
unsigned int idx;
int x;
int y;
int width;
int height;
int extX = 0;
int extY = 0;
rectangle(unsigned int idx, int x, int y, int width, int height)
: idx(idx), x(x), y(y), width(width), height(height){
}
rectangle(unsigned int idx, int x, int y, int width, int height)
: idx(idx), x(x), y(y), width(width), height(height){
}
};
class LMPacker {
std::vector<rectangle> rects;
std::vector<rectangle*> placed;
uint32_t width = 0;
uint32_t height = 0;
rectangle*** matrix = nullptr;
uint32_t mbit = 0;
std::vector<rectangle> rects;
std::vector<rectangle*> placed;
uint32_t width = 0;
uint32_t height = 0;
rectangle*** matrix = nullptr;
uint32_t mbit = 0;
void cleanup();
bool place(rectangle* rect, uint32_t vstep);
void cleanup();
bool place(rectangle* rect, uint32_t vstep);
public:
LMPacker(const uint32_t sizes[], size_t length);
virtual ~LMPacker();
LMPacker(const uint32_t sizes[], size_t length);
virtual ~LMPacker();
bool buildCompact(uint32_t width, uint32_t height, uint16_t extension) {
return build(width, height, extension, 0, 1);
}
bool buildFast(uint32_t width, uint32_t height, uint16_t extension) {
return build(width, height, extension, 1, 2);
}
bool build(uint32_t width, uint32_t height, uint16_t extension, uint32_t mbit, uint32_t vstep);
bool buildCompact(uint32_t width, uint32_t height, uint16_t extension) {
return build(width, height, extension, 0, 1);
}
bool buildFast(uint32_t width, uint32_t height, uint16_t extension) {
return build(width, height, extension, 1, 2);
}
bool build(uint32_t width, uint32_t height, uint16_t extension, uint32_t mbit, uint32_t vstep);
std::vector<rectangle> getResult() {
return rects;
}
std::vector<rectangle> getResult() {
return rects;
}
};
#endif /* LMPACKER_H_ */