work on text
This commit is contained in:
@@ -14,8 +14,8 @@ namespace Archimedes {
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public:
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Body(RenderTarget rt, glm::mat4 t = glm::mat4(1.0f)) : Object(t), mesh(rt) {};
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Body(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, RenderMode rm = RenderMode::Triangles, glm::mat4 t = glm::mat4(1.0f))
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: Object(t), mesh(vb, ia, vl, s, rm) {}
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Body(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, std::optional<Texture> tex = std::nullopt, RenderMode rm = RenderMode::Triangles, glm::mat4 t = glm::mat4(1.0f))
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: Object(t), mesh(vb, ia, vl, s, tex, rm) {}
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Body() : Object(glm::mat4(1.0f)) {}
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@@ -17,32 +17,72 @@ namespace Archimedes {
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Polygon
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};
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class Texture {
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public:
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Texture() {}
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Texture(std::vector<unsigned char> bin, size_t width, size_t height)
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: bin(bin), width(width), height(height) {}
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~Texture() {}
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const void* getBin() { return bin.data(); }
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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size_t getWidth() { return width; }
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size_t getHeight() { return height; }
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unsigned int id;
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private:
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std::vector<unsigned char> bin;
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bool active = false;
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size_t width, height;
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};
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class LayoutElement {
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public:
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LayoutElement(unsigned int type, size_t count) : type(type), count(count) {}
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enum class Type {
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Float,
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UInt,
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Int,
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Double
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};
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LayoutElement(Type type, size_t count, size_t stride, size_t offset)
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: type(type), count(count), stride(stride), offset(offset) {}
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~LayoutElement() {}
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unsigned int getType() const { return type; }
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size_t getSize() const { return size; }
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Type getType() const { return type; }
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size_t getCount() const { return count; }
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size_t getStride() const { return stride; }
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size_t getOffset() const { return offset; }
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private:
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unsigned int type;
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size_t size;
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Type type;
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size_t count;
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size_t stride;
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size_t offset;
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};
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class VertexLayout {
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public:
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VertexLayout() {}
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VertexLayout(std::vector<LayoutElement> elements) : elements(elements) {}
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~VertexLayout() {}
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const std::vector<LayoutElement>& getElements() const { return elements; }
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std::vector<LayoutElement>& getElements() { return elements; }
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private:
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std::vector<LayoutElement> elements;
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@@ -58,11 +98,15 @@ namespace Archimedes {
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~VertexBuffer() {}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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const void* getData() const { return data.data(); }
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size_t getSize() const { return data.size() * sizeof(float); }
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unsigned int id;
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private:
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bool active = false;
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std::vector<float> data;
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};
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@@ -74,9 +118,12 @@ namespace Archimedes {
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~VertexArray() {}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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unsigned int id;
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private:
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bool active = false;
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};
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class IndexArray {
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@@ -89,11 +136,15 @@ namespace Archimedes {
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~IndexArray() {}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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const void* getIndicies() const { return indices.data(); }
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size_t getCount() const { return indices.size(); }
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unsigned int id;
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private:
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bool active = false;
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std::vector<unsigned int> indices;
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};
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@@ -118,14 +169,15 @@ namespace Archimedes {
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void init(const std::string& vs, const std::string& fs, LoadType loadType) {
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switch(loadType) {
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case LoadType::FromSource:
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this->vs = vs;
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this->fs = fs;
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this->shader = source { vs, fs };
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break;
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case LoadType::FromBin:
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break;
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case LoadType::FromFileSource:
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this->vs = readSourceFile(vs);
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this->fs = readSourceFile(fs);
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this->shader = source {
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readSourceFile(vs),
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readSourceFile(fs)
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};
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break;
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case LoadType::FromFileBin:
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break;
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@@ -134,13 +186,47 @@ namespace Archimedes {
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}
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}
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std::string getVSource() const { return vs; }
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std::string getFSource() const { return fs; }
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void init(const std::vector<unsigned char>& vs, const std::vector<unsigned char>& fs, LoadType loadType) {
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switch(loadType) {
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case LoadType::FromSource:
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break;
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case LoadType::FromBin:
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this->shader = bin { vs, fs };
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break;
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case LoadType::FromFileSource:
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break;
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case LoadType::FromFileBin:
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break;
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default:
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break;
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}
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}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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std::string getVSource() const { return std::get<source>(shader).vertex; }
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std::string getFSource() const { return std::get<source>(shader).fragment; }
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std::vector<unsigned char>& getVbin() { return std::get<bin>(shader).vertex; }
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std::vector<unsigned char>& getFbin() { return std::get<bin>(shader).fragment; }
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unsigned int id;
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private:
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std::string vs;
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std::string fs;
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struct source {
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std::string vertex;
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std::string fragment;
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};
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struct bin {
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std::vector<unsigned char> vertex;
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std::vector<unsigned char> fragment;
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};
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std::variant<source, bin> shader;
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bool active = false;
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std::string readSourceFile(const std::string& path) {
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@@ -159,25 +245,38 @@ namespace Archimedes {
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return s;
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}
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std::vector<unsigned char> readBinFile(const std::string& path) {
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std::ifstream file(path, std::ios::binary);
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if(!file.is_open()) {
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return std::vector<unsigned char>();
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}
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std::vector<unsigned char> s;
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s.reserve(10000);
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while(!file.eof()) {
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s.push_back(file.get());
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}
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return s;
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}
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};
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class RenderTarget {
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public:
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RenderTarget(const std::vector<float> data, const std::vector<unsigned int> indices, VertexLayout layout, const std::string& vs, const std::string& fs, RenderMode rm = RenderMode::Triangles)
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: vertexBuffer(data),
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indexArray(indices),
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layout(layout),
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shader(vs, fs, Shader::LoadType::FromFileSource),
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renderMode(rm) {
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}
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RenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, RenderMode rm = RenderMode::Triangles)
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RenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, std::optional<Texture> t = std::nullopt, RenderMode rm = RenderMode::Triangles)
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: vertexBuffer(vb),
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indexArray(ia),
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layout(vl),
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shader(s),
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texture(t),
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renderMode(rm) {
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}
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@@ -186,6 +285,15 @@ namespace Archimedes {
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~RenderTarget() {}
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void setup(VertexBuffer vb, IndexArray ia, VertexLayout vl, Shader s, std::optional<Texture> t = std::nullopt, RenderMode rm = RenderMode::Triangles) {
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vertexBuffer = vb;
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indexArray = ia;
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layout = vl;
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shader = s;
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texture = t;
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renderMode = rm;
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}
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void setActive(bool b) { active = b; }
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const bool getActive() const { return active; }
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@@ -201,6 +309,8 @@ namespace Archimedes {
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Shader shader;
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std::optional<Texture> texture;
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RenderMode renderMode;
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bool active = false;
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@@ -26,16 +26,11 @@ namespace Archimedes {
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virtual void render() = 0;
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virtual Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) = 0;
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virtual void setupShader(Shader& shader) = 0;
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virtual RenderTarget createRenderTarget(
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VertexBuffer vb,
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IndexArray ia,
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VertexLayout layout,
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Shader& s
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) = 0;
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virtual void setupTexture(Texture& texture) = 0;
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virtual void updateTexture(Texture& texture) = 0;
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virtual void setupRenderTarget(RenderTarget& rt) = 0;
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@@ -39,59 +39,6 @@ namespace Archimedes {
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}
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Shader createShader(const std::string& vs, const std::string& fs, const Shader::LoadType& lt) override {
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Shader shader(vs, fs, lt);
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std::string vss = shader.getVSource();
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std::string fss = shader.getFSource();
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const char* vsc = vss.c_str();
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const char* fsc = fss.c_str();
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vsc, NULL);
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glCompileShader(vertexShader);
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// check for shader compile errors
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// fragment shader
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fsc, NULL);
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glCompileShader(fragmentShader);
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// check for shader compile errors
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// link shaders
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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// check for linking errors
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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shader.id = shaderProgram;
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return shader;
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}
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void setupShader(Shader& shader) override {
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std::string vss = shader.getVSource();
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@@ -141,14 +88,16 @@ namespace Archimedes {
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}
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RenderTarget createRenderTarget(VertexBuffer vb, IndexArray ia, VertexLayout layout, Shader& s) override {
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void setupTexture(Texture& texture) override {
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glGenTextures(1, &texture.id);
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updateTexture(texture);
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}
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auto rt = RenderTarget(vb, ia, layout, s);
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setupRenderTarget(rt);
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return rt;
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};
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void updateTexture(Texture& texture) override {
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glBindTexture(GL_TEXTURE_2D, texture.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, texture.getWidth(), texture.getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, texture.getBin());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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void setupRenderTarget(RenderTarget& rt) override {
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@@ -158,26 +107,85 @@ namespace Archimedes {
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glGenBuffers(1, &rt.indexArray.id);
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rt.vertexArray.setActive(true);
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rt.vertexBuffer.setActive(true);
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rt.indexArray.setActive(true);
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if(rt.texture.has_value()) {
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glGenTextures(1, &rt.texture.value().id);
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rt.texture.value().setActive(true);
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}
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updateRenderTarget(rt);
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rt.setActive(true);
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};
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void updateRenderTarget(RenderTarget& rt) override {
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glBindVertexArray(rt.vertexArray.id);
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if(rt.vertexArray.getActive()) {
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glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
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glBufferData(GL_ARRAY_BUFFER, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
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glBindVertexArray(rt.vertexArray.id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
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if(rt.vertexBuffer.getActive()) {
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glBindBuffer(GL_ARRAY_BUFFER, rt.vertexBuffer.id);
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glBufferData(GL_ARRAY_BUFFER, rt.vertexBuffer.getSize(), rt.vertexBuffer.getData(), GL_STATIC_DRAW);
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}
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glUseProgram(rt.shader.id);
|
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
|
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if(rt.indexArray.getActive()) {
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, rt.indexArray.getCount() * sizeof(unsigned int), rt.indexArray.getIndicies(), GL_STATIC_DRAW);
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}
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if(rt.texture.has_value()) {
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if(rt.texture.value().getActive()) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, rt.texture.value().getWidth(), rt.texture.value().getHeight(), 0, GL_ALPHA, GL_UNSIGNED_BYTE, rt.texture.value().getBin());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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}
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if(rt.shader.getActive()) {
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glUseProgram(rt.shader.id);
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}
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unsigned int i = 0;
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for(LayoutElement e : rt.layout.getElements()) {
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switch(e.getType()) {
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case LayoutElement::Type::Float:
|
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glVertexAttribPointer(i, e.getCount(), GL_FLOAT, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
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case LayoutElement::Type::Double:
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glVertexAttribPointer(i, e.getCount(), GL_DOUBLE, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
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case LayoutElement::Type::Int:
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glVertexAttribPointer(i, e.getCount(), GL_INT, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
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case LayoutElement::Type::UInt:
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glVertexAttribPointer(i, e.getCount(), GL_UNSIGNED_INT, GL_FALSE, e.getStride(), (void*)e.getOffset());
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glEnableVertexAttribArray(i);
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break;
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default:
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break;
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}
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i++;
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}
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
}
|
||||
|
||||
};
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@@ -186,6 +194,12 @@ namespace Archimedes {
|
||||
glDeleteVertexArrays(1, &rt.vertexArray.id);
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glDeleteBuffers(1, &rt.vertexBuffer.id);
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glDeleteBuffers(1, &rt.indexArray.id);
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||||
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||||
rt.vertexArray.setActive(false);
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||||
rt.vertexBuffer.setActive(false);
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rt.indexArray.setActive(false);
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||||
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||||
rt.setActive(false);
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};
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||||
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||||
void draw(
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||||
@@ -210,6 +224,18 @@ namespace Archimedes {
|
||||
unsigned int colorLoc = glGetUniformLocation(rt.shader.id, "color");
|
||||
glUniform4f(colorLoc, color.r, color.g, color.b, color.a);
|
||||
|
||||
|
||||
if(rt.texture.has_value()) {
|
||||
if(rt.texture.value().getActive()) {
|
||||
glEnable(GL_BLEND);
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||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, rt.texture.value().id);
|
||||
|
||||
glUniform1i(glGetUniformLocation(rt.shader.id, "tex"), 0);
|
||||
}
|
||||
}
|
||||
|
||||
glBindVertexArray(rt.vertexArray.id);
|
||||
|
||||
switch(rt.renderMode) {
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
|
||||
#include "utils/Objects/Body.h"
|
||||
|
||||
#define STB_TRUETYPE_IMPLIMENTATION
|
||||
#include <stb/stb_truetype.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
@@ -12,25 +11,162 @@ namespace Archimedes {
|
||||
|
||||
class Text {
|
||||
|
||||
GLuint tex;
|
||||
unsigned int tex;
|
||||
|
||||
std::vector<unsigned char> ttf;
|
||||
stbtt_bakedchar cdata[96];
|
||||
|
||||
std::string path;
|
||||
std::string fontPath;
|
||||
|
||||
std::string vs = "#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTex;\n"
|
||||
"uniform mat4 model;\n"
|
||||
"uniform mat4 view;\n"
|
||||
"uniform mat4 proj;\n"
|
||||
"out vec2 TexCoord;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_Position = proj * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
|
||||
" TexCoord = aTex;\n"
|
||||
"}\0";
|
||||
|
||||
std::string fs = "#version 330 core\n"
|
||||
"out vec4 FragColor;\n"
|
||||
"in vec2 TexCoord;\n"
|
||||
"uniform sampler2D tex;\n"
|
||||
"uniform vec4 color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" FragColor = vec4(0.6f, 0.1f, 0.1f, texture(tex, TexCoord).a);\n"
|
||||
//" FragColor = vec4(1.0f);\n"
|
||||
"}\n\0";
|
||||
|
||||
|
||||
public:
|
||||
Shader shader;
|
||||
Texture texture;
|
||||
|
||||
Text(std::string p) : path(p) {}
|
||||
Text() {}
|
||||
~Text() {}
|
||||
|
||||
void textInit() {
|
||||
//////////////////////////////////////
|
||||
|
||||
// Load a TTF file into a texture and return the character data.
|
||||
stbtt_packedchar* LoadFont(const char* filename) {
|
||||
// Load TTF file into memory.
|
||||
std::ifstream file(filename, std::ios::ate | std::ios::binary);
|
||||
size_t fileSize = (size_t)file.tellg();
|
||||
char* ttfData = (char*)calloc(fileSize + 1, sizeof(char));
|
||||
file.seekg(0);
|
||||
file.read(ttfData, fileSize);
|
||||
file.close();
|
||||
|
||||
// Pack TTF into pixel data using stb_truetype.
|
||||
stbtt_pack_context packContext;
|
||||
stbtt_packedchar *charData = (stbtt_packedchar*)calloc(126, sizeof(stbtt_packedchar));
|
||||
unsigned char* pixels = (unsigned char*)calloc(1024 * 1024, sizeof(char));
|
||||
stbtt_PackBegin(&packContext, pixels, 1024, 1024, 1024, 1, NULL);
|
||||
|
||||
// Pack unicode codepoints 0 to 125 into the texture and character data. If a different starting
|
||||
// point than 0 is picked then lookups in charData array must be offset by that number.
|
||||
// With 0-125 the uppercase A will be at charData[65].
|
||||
// With 32-125 the uppercase A will be at charData[65-32].
|
||||
stbtt_PackFontRange(&packContext, (unsigned char*)ttfData, 0, 200.0f, 0, 125, charData);
|
||||
stbtt_PackEnd(&packContext);
|
||||
|
||||
// Create OpenGL texture with the font pack pixel data.
|
||||
// Only uses one color channel since font data is a monochrome alpha mask.
|
||||
GLuint fontTexture;
|
||||
glGenTextures(1, &fontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, fontTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1024, 1024, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
return charData;
|
||||
}
|
||||
|
||||
// Calculate pixel width of a string.
|
||||
float TextWidth(const char* text, float height, stbtt_packedchar *charData) {
|
||||
float w = 0.0f;
|
||||
|
||||
for (int i = 0; i < strlen(text); i++) {
|
||||
stbtt_packedchar c = charData[text[i]];
|
||||
w += c.xadvance;
|
||||
}
|
||||
// Scale width by rendered height to texture generated height ratio for final size.
|
||||
return w * (height / 200.0f);
|
||||
}
|
||||
|
||||
|
||||
// Render string using glDrawArrays.
|
||||
// X indicates the leftmost, center or rightmost point of the based on align (0:left, 1:center, 2:rigght).
|
||||
// Y is the baseline of the text.
|
||||
void RenderString(const char* text, float x, float y, float height, int align, stbtt_packedchar *charData, GLuint program) {
|
||||
// Scale of actual text compared to size on stb_truetype generated texture.
|
||||
float scale = height / 200.0f;
|
||||
|
||||
// Resolution of window/display for shader position calculations.
|
||||
float resolution[2] = { 1024, 1024 };
|
||||
|
||||
float position[2] = {x, y};
|
||||
if (align == 1) {
|
||||
// Center align
|
||||
position[0] -= TextWidth(text, height, charData) / 2.0f;
|
||||
} else if (align == 2) {
|
||||
// Right align
|
||||
position[0] -= TextWidth(text, height, charData);
|
||||
}
|
||||
|
||||
glUniform2fv(glGetUniformLocation(program, "resolution"), 1, resolution);
|
||||
for (int i = 0; i < strlen(text); i++) {
|
||||
// Lookup current character data from stb_truetype.
|
||||
stbtt_packedchar c = charData[text[i]];
|
||||
|
||||
// Position of character in texture.
|
||||
float charPosition[4] = {static_cast<float>(c.x0), static_cast<float>(c.y0), static_cast<float>(c.x1), static_cast<float>(c.y1)};
|
||||
|
||||
// Find the actual size of character since fonts can be variable width.
|
||||
// 'M' usually is wider than '!', 'L' taller than 'o', etc.
|
||||
// Calculated by substracting start-offset from end-offset.
|
||||
// xoff is start offset from the left.
|
||||
// xoff2 is end offset from the left.
|
||||
// yoff is start offset from the baseline (will be negative if above baseline).
|
||||
// yoff2 is end offset from the baseline.
|
||||
float size[2] = {(c.xoff2 - c.xoff) * scale, (c.yoff2 - c.yoff) * scale};
|
||||
|
||||
// The actual position of character based on its offset form left/baseline.
|
||||
float renderPos[2] = {position[0] + c.xoff * scale, position[1] - c.yoff2 * scale};
|
||||
|
||||
glUniform4fv(glGetUniformLocation(program, "charPosition"), 1, charPosition);
|
||||
glUniform2fv(glGetUniformLocation(program, "position"), 1, renderPos);
|
||||
glUniform2fv(glGetUniformLocation(program, "size"), 1, size);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
// Advance x position to start of next character.
|
||||
position[0] += c.xadvance * scale;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////
|
||||
|
||||
void textInit(std::string p) {
|
||||
|
||||
fontPath = p;
|
||||
|
||||
ttf.reserve(1<<20);
|
||||
|
||||
unsigned char temp_bitmap[1024*1024];
|
||||
|
||||
std::ifstream file(path, std::ios::binary);
|
||||
std::ifstream file(fontPath, std::ios::binary);
|
||||
|
||||
file.seekg(0, std::ios::end);
|
||||
auto&& size = file.tellg();
|
||||
file.seekg(0, std::ios::beg);
|
||||
|
||||
ttf.reserve(size);
|
||||
|
||||
if(!file.is_open()) {
|
||||
std::cout << "ttf won't open!\n";
|
||||
@@ -43,23 +179,35 @@ namespace Archimedes {
|
||||
|
||||
file.close();
|
||||
|
||||
stbtt_BakeFontBitmap(ttf.data(),0, 64.0, temp_bitmap,1024,1024, 32,96, cdata);
|
||||
glGenTextures(1, &tex);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 1024,1024,0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
stbtt_BakeFontBitmap(ttf.data(),0, 200.0f, temp_bitmap,1024,1024, 32,96, cdata);
|
||||
|
||||
std::vector<unsigned char> bin;
|
||||
bin.reserve(1024 * 1024);
|
||||
|
||||
for(unsigned char c : temp_bitmap) {
|
||||
bin.push_back(c);
|
||||
}
|
||||
|
||||
shader = Shader(vs, fs, Shader::LoadType::FromSource);
|
||||
texture = Texture(bin, 1024, 1024);
|
||||
}
|
||||
|
||||
Body* genText(float x, float y, std::string text) {
|
||||
Body* genText(std::vector<std::string> texts) {
|
||||
// assume orthographic projection with units = screen pixels, origin at top left
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
|
||||
std::vector<float> v;
|
||||
std::vector<unsigned int> i;
|
||||
|
||||
float x = 0, y = 0, oX = 0, dY = 0;
|
||||
|
||||
std::string text = "";
|
||||
|
||||
for(std::string s : texts) {
|
||||
text += s + " ";
|
||||
}
|
||||
|
||||
for(unsigned int j = 0; j < text.length(); j++) {
|
||||
if (text[j] >= 32) {
|
||||
stbtt_aligned_quad q;
|
||||
@@ -72,7 +220,6 @@ namespace Archimedes {
|
||||
v.push_back(q.s0);
|
||||
v.push_back(q.t0);
|
||||
|
||||
i.push_back(j * 4);
|
||||
|
||||
|
||||
v.push_back(q.x1);
|
||||
@@ -82,7 +229,6 @@ namespace Archimedes {
|
||||
v.push_back(q.s1);
|
||||
v.push_back(q.t0);
|
||||
|
||||
i.push_back(j * 4 + 1);
|
||||
|
||||
|
||||
|
||||
@@ -93,7 +239,6 @@ namespace Archimedes {
|
||||
v.push_back(q.s1);
|
||||
v.push_back(q.t1);
|
||||
|
||||
i.push_back(j * 4 + 2);
|
||||
|
||||
|
||||
|
||||
@@ -104,15 +249,27 @@ namespace Archimedes {
|
||||
v.push_back(q.s0);
|
||||
v.push_back(q.t1);
|
||||
|
||||
i.push_back(j * 4);
|
||||
i.push_back(j * 4 + 1);
|
||||
i.push_back(j * 4 + 2);
|
||||
i.push_back(j * 4 + 2);
|
||||
i.push_back(j * 4 + 3);
|
||||
i.push_back(j * 4);
|
||||
|
||||
dY = q.y1 - q.y0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return new Body(
|
||||
VertexBuffer(v),
|
||||
IndexArray(i),
|
||||
VertexLayout(),
|
||||
Shader()
|
||||
VertexLayout({
|
||||
LayoutElement(LayoutElement::Type::Float, 3, 5 * sizeof(float), 0),
|
||||
LayoutElement(LayoutElement::Type::Float, 2, 5 * sizeof(float), 3 * sizeof(float))
|
||||
}),
|
||||
shader,
|
||||
texture
|
||||
);
|
||||
}
|
||||
};
|
||||
@@ -122,10 +279,10 @@ namespace Archimedes {
|
||||
class JObject {
|
||||
|
||||
public:
|
||||
JObject() = default;
|
||||
JObject() {}
|
||||
|
||||
void load(std::string path) {
|
||||
std::ifstream file(path);
|
||||
void load(std::string pathJSON, std::string pathFont) {
|
||||
std::ifstream file(pathJSON);
|
||||
if (!file.is_open()) goodJSON = false;
|
||||
document = json::parse(file);
|
||||
file.close();
|
||||
@@ -136,6 +293,8 @@ namespace Archimedes {
|
||||
cameras = document["Cameras"];
|
||||
lights = document["Lights"];
|
||||
actions = document["Actions"];
|
||||
|
||||
text.textInit(pathFont);
|
||||
}
|
||||
|
||||
bool isValid() const { return goodJSON; }
|
||||
@@ -157,8 +316,9 @@ namespace Archimedes {
|
||||
return new Body(
|
||||
VertexBuffer(v),
|
||||
IndexArray(i),
|
||||
VertexLayout(),
|
||||
layout,
|
||||
shader,
|
||||
std::nullopt,
|
||||
RenderMode::ConnectedLinesLooped
|
||||
);
|
||||
|
||||
@@ -197,8 +357,9 @@ namespace Archimedes {
|
||||
return new Body(
|
||||
VertexBuffer(v),
|
||||
IndexArray(i),
|
||||
VertexLayout(),
|
||||
layout,
|
||||
shader,
|
||||
std::nullopt,
|
||||
RenderMode::ConnectedLinesLooped
|
||||
);
|
||||
}
|
||||
@@ -237,8 +398,9 @@ namespace Archimedes {
|
||||
return new Body(
|
||||
VertexBuffer(v),
|
||||
IndexArray(i),
|
||||
VertexLayout(),
|
||||
layout,
|
||||
shader,
|
||||
std::nullopt,
|
||||
RenderMode::ConnectedLinesLooped
|
||||
);
|
||||
}
|
||||
@@ -262,24 +424,25 @@ namespace Archimedes {
|
||||
return new Body(
|
||||
VertexBuffer(v),
|
||||
IndexArray(i),
|
||||
VertexLayout(),
|
||||
layout,
|
||||
shader,
|
||||
std::nullopt,
|
||||
RenderMode::ConnectedLinesLooped
|
||||
);
|
||||
}
|
||||
|
||||
Body* createText(json& element, std::string name) {
|
||||
std::vector<float> v;
|
||||
std::vector<unsigned int> i;
|
||||
|
||||
//do something
|
||||
json lines = element["text"];
|
||||
|
||||
return new Body(
|
||||
VertexBuffer(v),
|
||||
IndexArray(i),
|
||||
VertexLayout(),
|
||||
shader
|
||||
);
|
||||
std::vector<std::string> theText;
|
||||
for (json::const_iterator it = lines.cbegin(); it != lines.cend(); it++)
|
||||
{
|
||||
std::string line = *it;
|
||||
theText.push_back(line);
|
||||
}
|
||||
|
||||
return text.genText(theText);
|
||||
}
|
||||
|
||||
void buildObjects() {
|
||||
@@ -303,7 +466,7 @@ namespace Archimedes {
|
||||
objectMap[name] = createPoly(element, name);
|
||||
}
|
||||
if (type == "TEXT") {
|
||||
objectMap[name] = nullptr;
|
||||
objectMap[name] = createText(element, name);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -355,8 +518,13 @@ namespace Archimedes {
|
||||
|
||||
std::unordered_map<std::string, Body*> objectMap;
|
||||
Shader shader;
|
||||
|
||||
Text text;
|
||||
private:
|
||||
|
||||
Archimedes::VertexLayout layout = Archimedes::VertexLayout({
|
||||
Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 3, 0, 0)
|
||||
});
|
||||
|
||||
std::unordered_map<std::string, Body> templateMap;
|
||||
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
#include "Sandbox.h"
|
||||
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
#include <stb/stb_truetype.h>
|
||||
|
||||
Sandbox::Sandbox(Archimedes::App* a, void* h) : Archimedes::Module(a, h) {
|
||||
|
||||
@@ -58,7 +60,7 @@ void Sandbox::onLoad() {
|
||||
cube = Archimedes::Body(
|
||||
Archimedes::VertexBuffer(vertices),
|
||||
Archimedes::IndexArray(indices),
|
||||
Archimedes::VertexLayout(),
|
||||
layout,
|
||||
cubeShader
|
||||
);
|
||||
|
||||
@@ -67,7 +69,7 @@ void Sandbox::onLoad() {
|
||||
grid = Archimedes::Body(
|
||||
Archimedes::VertexBuffer(gridVertices),
|
||||
Archimedes::IndexArray(gridIndices),
|
||||
Archimedes::VertexLayout(),
|
||||
layout,
|
||||
cubeShader
|
||||
);
|
||||
|
||||
@@ -115,7 +117,7 @@ void Sandbox::run() {
|
||||
|
||||
camera.setTransform(glm::lookAt(
|
||||
camPos,
|
||||
glm::normalize(glm::vec3(glm::cos(camRot.x) * glm::sin(camRot.y), glm::sin(camRot.x), glm::cos(camRot.x) * glm::cos(camRot.y))),
|
||||
camPos + glm::normalize(glm::vec3(glm::cos(camRot.x) * glm::sin(camRot.y), glm::sin(camRot.x), glm::cos(camRot.x) * glm::cos(camRot.y))),
|
||||
glm::vec3(0.0f, 1.0f, 0.0f)
|
||||
));
|
||||
|
||||
@@ -209,13 +211,18 @@ void Sandbox::run() {
|
||||
|
||||
} else {
|
||||
|
||||
static std::string path = "/home/nathan/Projects/tests/buildzone/test.json";
|
||||
ImGui::InputText("JSON Path", &path);
|
||||
static std::string pathJSON = "/home/nathan/Projects/tests/buildzone/test.json";
|
||||
static std::string pathFont = "/nix/store/05zf1s3wlw0k90l34iaby4ysrafv6w95-nerd-fonts-fira-code-3.4.0+6.2/share/fonts/truetype/NerdFonts/FiraCode/FiraCodeNerdFontMono-Regular.ttf";
|
||||
ImGui::InputText("JSON Path", &pathJSON);
|
||||
ImGui::InputText("Font Path", &pathFont);
|
||||
if(ImGui::Button("load")) {
|
||||
|
||||
jObject.shader = cubeShader;
|
||||
|
||||
jObject.load(path);
|
||||
jObject.load(pathJSON, pathFont);
|
||||
|
||||
window->getRenderer()->setupShader(jObject.text.shader);
|
||||
//window->getRenderer()->setupTexture(jObject.text.texture);
|
||||
|
||||
jObject.buildObjects();
|
||||
|
||||
@@ -258,7 +265,15 @@ bool Sandbox::onEvent(const Archimedes::Event& e) {
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
|
||||
if(type == app->getEventType(Archimedes::KeyPressedWindowEvent()) && !io.WantCaptureKeyboard) {
|
||||
if(type == app->getEventType(Archimedes::ResizeWindowEvent())) {
|
||||
Archimedes::ResizeWindowEvent event = (Archimedes::ResizeWindowEvent&) e;
|
||||
|
||||
for(auto o : jObject.objectMap) {
|
||||
if(o.second != nullptr) {
|
||||
o.second->scaleRel(1.0f / (float)event.height);
|
||||
}
|
||||
}
|
||||
} else if(type == app->getEventType(Archimedes::KeyPressedWindowEvent()) && !io.WantCaptureKeyboard) {
|
||||
|
||||
return false;
|
||||
} else if(type == app->getEventType(Archimedes::KeyReleasedWindowEvent()) && !io.WantCaptureKeyboard) {
|
||||
|
||||
@@ -59,6 +59,10 @@ class Sandbox : public Archimedes::Module {
|
||||
Archimedes::Shader cubeShader, gridShader;
|
||||
Archimedes::Body cube, grid, hexagon;
|
||||
|
||||
Archimedes::VertexLayout layout = Archimedes::VertexLayout({
|
||||
Archimedes::LayoutElement(Archimedes::LayoutElement::Type::Float, 3, 0, 0)
|
||||
});
|
||||
|
||||
Archimedes::Camera camera;
|
||||
|
||||
std::vector<float> gridVertices = {
|
||||
|
||||
Reference in New Issue
Block a user