ui update,many fixes
This commit is contained in:
+117
-96
@@ -62,7 +62,7 @@ void Batch2D::vertex(vec2 point,
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void Batch2D::texture(Texture* new_texture){
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if (_texture == new_texture)
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return;
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render();
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render(GL_TRIANGLES);
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_texture = new_texture;
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if (new_texture == nullptr)
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blank->bind();
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@@ -70,21 +70,39 @@ void Batch2D::texture(Texture* new_texture){
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new_texture->bind();
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}
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void Batch2D::point(float x, float y, float r, float g, float b, float a){
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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vertex(x, y, 0, 0, r,g,b,a);
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render(GL_POINTS);
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}
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void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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vertex(x1, y1, 0, 0, r,g,b,a);
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vertex(x2, y2, 1, 1, r,g,b,a);
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render(GL_LINES);
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}
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void Batch2D::rect(float x, float y, float w, float h){
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const float r = color.r;
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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if (index + 6*VERTEX_SIZE >= capacity)
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render();
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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vertex(x, y, 0, 0, r,g,b,a);
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vertex(x+w, y+h, 1, 1, r,g,b,a);
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vertex(x, y+h, 0, 1, r,g,b,a);
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vertex(x+w, y+h, 1, 1, r,g,b,a);
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vertex(x, y, 0, 0, r,g,b,a);
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vertex(x+w, y, 1, 0, r,g,b,a);
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vertex(x+w, y+h, 1, 1, r,g,b,a);
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vertex(x+w, y, 1, 0, r,g,b,a);
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render(GL_TRIANGLES);
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}
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void Batch2D::rect(
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@@ -96,8 +114,8 @@ void Batch2D::rect(
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bool flippedX,
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bool flippedY,
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vec4 tint) {
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if (index + 6*VERTEX_SIZE >= capacity)
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render();
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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float centerX = w*ox;
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float centerY = h*oy;
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@@ -179,96 +197,14 @@ void Batch2D::rect(
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vertex(x1, y1, u1, v1, tint.r, tint.g, tint.b, tint.a);
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vertex(x3, y3, u3, v3, tint.r, tint.g, tint.b, tint.a);
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vertex(x4, y4, u4, v4, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch2D::sprite(Sprite* sprite) {
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vec2 position = sprite->position;
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vec2 size = sprite->size;
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vec2 origin = sprite->origin;
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texture(sprite->texture);
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rect(
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position.x, position.y,
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size.x, size.y,
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origin.x, origin.y,
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sprite->angle,
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sprite->region,
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sprite->flippedX,
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sprite->flippedY,
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sprite->color);
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}
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void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint){
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float scale = 1.0f / (float)atlasRes;
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float u = (index % atlasRes) * scale;
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float v = 1.0f - ((index / atlasRes) * scale) - scale;
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rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint){
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float scale = 1.0f / (float)atlasRes;
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float uu = (index[3] % atlasRes) * scale;
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float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
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float uf = (index[0] % atlasRes) * scale;
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float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
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// if (this->index + 18*VERTEX_SIZE >= capacity)
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render();
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float ar = 0.88f;
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float ox = x + (w * 0.5f);
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float sx = w * 0.5f * ar;
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vec2 points[7] = {vec2(ox, y+(h*0.5f)),
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vec2(ox-sx, y+(h*0.25f)),
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vec2(ox, y),
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vec2(ox+sx, y+(h*0.25f)),
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vec2(ox+sx, y+(h*0.75f)),
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vec2(ox, y+h),
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vec2(ox-sx, y+(h*0.75f))};
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vec2 uvpoints[8] = {vec2(uu, vu),
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vec2(uu+scale, vu),
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vec2(uu+scale, vu+scale),
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vec2(uu, vu+scale),
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vec2(uf, vf),
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vec2(uf+scale, vf),
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vec2(uf+scale, vf+scale),
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vec2(uf, vf+scale)};
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vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
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vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);
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vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
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vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
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vertex(points[3], uvpoints[2], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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vertex(points[3], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[5], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[5], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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glDisable(GL_MULTISAMPLE);
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render();
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glEnable(GL_MULTISAMPLE);
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render(GL_TRIANGLES);
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}
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void Batch2D::rect(float x, float y, float w, float h,
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float u, float v, float tx, float ty,
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float r, float g, float b, float a){
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if (index + 6*VERTEX_SIZE >= capacity)
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render();
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// if (index + 6*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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vertex(x, y, u, v+ty, r,g,b,a);
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vertex(x+w, y+h, u+tx, v, r,g,b,a);
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vertex(x, y+h, u, v, r,g,b,a);
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@@ -276,6 +212,7 @@ void Batch2D::rect(float x, float y, float w, float h,
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vertex(x, y, u, v+ty, r,g,b,a);
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vertex(x+w, y, u+tx, v+ty, r,g,b,a);
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vertex(x+w, y+h, u+tx, v, r,g,b,a);
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render(GL_TRIANGLES);
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}
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void Batch2D::rect(float x, float y, float w, float h,
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@@ -284,8 +221,8 @@ void Batch2D::rect(float x, float y, float w, float h,
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float r2, float g2, float b2,
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float r3, float g3, float b3,
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float r4, float g4, float b4, int sh){
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if (index + 30*VERTEX_SIZE >= capacity)
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render();
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// if (index + 30*VERTEX_SIZE >= capacity)
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// render(GL_TRIANGLES);
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vec2 v0 = vec2(x+h/2,y+h/2);
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vec2 v1 = vec2(x+w-sh,y);
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vec2 v2 = vec2(x+sh,y);
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@@ -336,10 +273,94 @@ void Batch2D::rect(float x, float y, float w, float h,
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vertex(v6, vec2(0, 0), r2,g2,b2,1.0f);
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vertex(v9, vec2(0, 0), r2,g2,b2,1.0f);
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vertex(v1, vec2(0, 0), r2,g2,b2,1.0f);
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render(GL_TRIANGLES);
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}
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void Batch2D::render() {
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void Batch2D::sprite(Sprite* sprite) {
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vec2 position = sprite->position;
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vec2 size = sprite->size;
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vec2 origin = sprite->origin;
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texture(sprite->texture);
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rect(
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position.x, position.y,
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size.x, size.y,
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origin.x, origin.y,
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sprite->angle,
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sprite->region,
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sprite->flippedX,
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sprite->flippedY,
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sprite->color);
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}
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void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint){
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float scale = 1.0f / (float)atlasRes;
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float u = (index % atlasRes) * scale;
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float v = 1.0f - ((index / atlasRes) * scale) - scale;
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rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint){
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float scale = 1.0f / (float)atlasRes;
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float uu = (index[3] % atlasRes) * scale;
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float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
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float uf = (index[0] % atlasRes) * scale;
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float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
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// if (this->index + 18*VERTEX_SIZE >= capacity)
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// render();
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float ar = 0.88f;
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float ox = x + (w * 0.5f);
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float sx = w * 0.5f * ar;
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vec2 points[7] = {vec2(ox, y+(h*0.5f)),
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vec2(ox-sx, y+(h*0.25f)),
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vec2(ox, y),
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vec2(ox+sx, y+(h*0.25f)),
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vec2(ox+sx, y+(h*0.75f)),
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vec2(ox, y+h),
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vec2(ox-sx, y+(h*0.75f))};
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vec2 uvpoints[8] = {vec2(uu, vu),
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vec2(uu+scale, vu),
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vec2(uu+scale, vu+scale),
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vec2(uu, vu+scale),
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vec2(uf, vf),
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vec2(uf+scale, vf),
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vec2(uf+scale, vf+scale),
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vec2(uf, vf+scale)};
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vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
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vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);
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vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
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vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
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vertex(points[3], uvpoints[2], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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vertex(points[3], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[5], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[5], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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glDisable(GL_MULTISAMPLE);
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render(GL_TRIANGLES);
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glEnable(GL_MULTISAMPLE);
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}
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void Batch2D::render(unsigned int gl_primitive) {
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mesh->reload(buffer, index / VERTEX_SIZE);
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mesh->draw(GL_TRIANGLES);
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mesh->draw(gl_primitive);
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index = 0;
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}
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@@ -20,7 +20,7 @@ class Batch2D {
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size_t index;
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Texture* blank;
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Texture* _texture;
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Texture* _texture;
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void vertex(float x, float y,
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float u, float v,
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@@ -40,6 +40,8 @@ public:
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void sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint);
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void sprite(Sprite* sprite);
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void blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint);
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void point(float x, float y, float r, float g, float b, float a);
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void line(float x1, float y1, float x2, float y2, float r, float g, float b, float a);
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void rect(float x, float y,
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float w, float h,
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float ox, float oy,
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@@ -58,7 +60,7 @@ public:
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float r2, float g2, float b2,
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float r3, float g3, float b3,
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float r4, float g4, float b4, int sh);
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void render();
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void render(unsigned int gl_primitive);
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};
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#endif /* SRC_GRAPHICS_BATCH2D_H_ */
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+16
-16
@@ -10,21 +10,21 @@ Font::~Font(){
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delete texture;
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}
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int Font::getGlyphWidth(char c) {
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switch (c){
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case 'l':
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case 'i':
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case 'j':
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case '|':
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case '.':
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case ',':
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case ':':
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case ';': return 7;
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case 't': return 8;
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case ' ': return 7;
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}
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return 7;
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}
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// int Font::getGlyphWidth(char c) {
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// switch (c){
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// case 'l':
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// case 'i':
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// case 'j':
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// case '|':
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// case '.':
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// case ',':
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// case ':':
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// case ';': return 7;
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// case 't': return 8;
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// case ' ': return 7;
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// }
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// return 7;
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// }
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bool Font::isPrintableChar(int c) {
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@@ -81,7 +81,7 @@ void Font::draw(Batch2D* batch, std::wstring text, int x, int y, int style) {
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next = charpage;
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}
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}
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x += getGlyphWidth(c);
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x += 8;//getGlyphWidth(c);
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}
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page = next;
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next = 10000;
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+1
-1
@@ -17,7 +17,7 @@ public:
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Font(std::vector<Texture*> pages);
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~Font();
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int getGlyphWidth(char c);
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// int getGlyphWidth(char c);
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bool isPrintableChar(int c);
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void draw(Batch2D* batch, std::wstring text, int x, int y);
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void draw(Batch2D* batch, std::wstring text, int x, int y, int style);
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@@ -4,23 +4,45 @@
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#include "Texture.h"
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Framebuffer::Framebuffer(int width, int height) : width(width), height(height) {
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glGenFramebuffers(1, &fbo);
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bind();
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
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texture = new Texture(tex, width, height);
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glGenRenderbuffers(1, &depth);
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glBindRenderbuffer(GL_RENDERBUFFER, depth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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unbind();
|
||||
// glGenFramebuffers(1, &fbo);
|
||||
// bind();
|
||||
// GLuint tex;
|
||||
// glGenTextures(1, &tex);
|
||||
// // glBindTexture(GL_TEXTURE_2D, tex);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
|
||||
// // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
||||
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
|
||||
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
|
||||
// texture = new Texture(tex, width, height);
|
||||
// glGenRenderbuffers(1, &depth);
|
||||
// glBindRenderbuffer(GL_RENDERBUFFER, depth);
|
||||
// glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT24, width, height);
|
||||
// // glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
|
||||
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
|
||||
// unbind();
|
||||
|
||||
|
||||
// bind();
|
||||
// glGenFramebuffers(1, &fbo);
|
||||
// // create a multisampled color attachment texture
|
||||
// unsigned int textureColorBufferMultiSampled;
|
||||
// glGenTextures(1, &textureColorBufferMultiSampled);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled);
|
||||
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, textureColorBufferMultiSampled, 0);
|
||||
// // create a (also multisampled) renderbuffer object for depth and stencil attachments
|
||||
// unsigned int rbo;
|
||||
// glGenRenderbuffers(1, &rbo);
|
||||
// glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
||||
// glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH24_STENCIL8, width, height);
|
||||
// glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
|
||||
// unbind();
|
||||
}
|
||||
|
||||
Framebuffer::~Framebuffer() {
|
||||
|
||||
@@ -7,12 +7,17 @@ Texture::Texture(unsigned int id, int width, int height) : id(id), width(width),
|
||||
Texture::Texture(unsigned char* data, int width, int height) : width(width), height(height) {
|
||||
glGenTextures(1, &id);
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, width, height, GL_TRUE);
|
||||
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
// glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
}
|
||||
|
||||
Texture::~Texture() {
|
||||
@@ -21,11 +26,15 @@ Texture::~Texture() {
|
||||
|
||||
void Texture::bind(){
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
|
||||
}
|
||||
|
||||
void Texture::reload(unsigned char* data){
|
||||
glBindTexture(GL_TEXTURE_2D, id);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) data);
|
||||
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, width, height, GL_TRUE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user