GL-related refactor

This commit is contained in:
MihailRis
2024-03-07 13:09:58 +03:00
parent f8e02e1b3b
commit 87edb1d45e
16 changed files with 224 additions and 111 deletions
+42 -14
View File
@@ -3,38 +3,66 @@
#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);
: width(width), height(height)
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Setup color attachment (texture)
GLuint tex;
GLuint format = alpha ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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);
}
Texture* Framebuffer::getTexture() const {
return texture.get();
}
uint Framebuffer::getWidth() const {
return width;
}
uint Framebuffer::getHeight() const {
return height;
}
+9 -2
View File
@@ -3,20 +3,27 @@
#include "../typedefs.h"
#include <memory>
class Texture;
class Framebuffer {
uint fbo;
uint depth;
public:
uint width;
uint height;
Texture* texture;
std::unique_ptr<Texture> texture;
public:
Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture);
Framebuffer(uint width, uint height, bool alpha=false);
~Framebuffer();
void bind();
void unbind();
Texture* getTexture() const;
uint getWidth() const;
uint getHeight() const;
};
#endif /* SRC_GRAPHICS_FRAMEBUFFER_H_ */
+70 -27
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) {
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++;
}
+15 -11
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_
+2 -1
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();
+18 -4
View File
@@ -5,17 +5,19 @@
#include "ImageData.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, uint format)
: 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);
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);
@@ -66,3 +68,15 @@ Texture* Texture::from(const ImageData* image) {
}
return new Texture((ubyte*)data, width, height, format);
}
uint Texture::getWidth() const {
return width;
}
uint Texture::getHeight() const {
return height;
}
uint Texture::getId() const {
return id;
}
+15 -9
View File
@@ -7,20 +7,26 @@
class ImageData;
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, uint format);
virtual ~Texture();
void bind();
void reload(ubyte* data);
virtual void bind();
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);
};
+8 -4
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;