mirror of
https://github.com/zhenyan121/Cubed.git
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feat: add ui renderer
This commit is contained in:
BIN
assets/texture/ui/0.png
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assets/texture/ui/0.png
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@@ -20,15 +20,16 @@ public:
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private:
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private:
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Camera m_camera;
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Camera m_camera;
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TextureManager m_texture_manager;
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World m_world;
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World m_world;
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Renderer m_renderer{m_camera, m_world};
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Renderer m_renderer{m_camera, m_world, m_texture_manager};
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Window m_window{m_renderer};
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Window m_window{m_renderer};
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GLuint m_texture_array;
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GLuint m_texture_array;
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TextureManager m_texture_manager;
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void init();
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void init();
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@@ -3,7 +3,7 @@ constexpr int WORLD_SIZE_X = 32;
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constexpr int WORLD_SIZE_Z = 32;
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constexpr int WORLD_SIZE_Z = 32;
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constexpr int WORLD_SIZE_Y = 16;
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constexpr int WORLD_SIZE_Y = 16;
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constexpr int MAX_BLOCK_NUM = 2;
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constexpr int MAX_BLOCK_NUM = 2;
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constexpr int MAX_UI_NUM = 1;
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constexpr int CHUCK_SIZE = 16;
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constexpr int CHUCK_SIZE = 16;
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constexpr int DISTANCE = 8;
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constexpr int DISTANCE = 8;
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@@ -82,4 +82,34 @@ constexpr int OUTLINE_CUBE_INDICES[24] = {
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0,1, 1,2, 2,3, 3,0,
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0,1, 1,2, 2,3, 3,0,
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4,5, 5,6, 6,7, 7,4,
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4,5, 5,6, 6,7, 7,4,
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0,4, 1,5, 2,6, 3,7
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0,4, 1,5, 2,6, 3,7
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};
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};
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constexpr float SQUARE_VERTICES[6][2] = {
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-0.5f, -0.5f, // bottom left
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-0.5f, 0.5f, // top left
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0.5f, 0.5f, // top right
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0.5f, 0.5f, // top right
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0.5f, -0.5f, // bottom right
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-0.5f, -0.5f // bottom left
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};
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constexpr float SQUARE_TEXTURE_POS[6][2] = {
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 0.0f,
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};
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struct Vertex {
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float x, y, z;
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float s, t;
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float layer;
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};
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struct Vertex2D {
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float x, y;
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float s, t;
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float layer;
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};
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@@ -13,8 +13,4 @@ struct ChunkPos {
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};
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};
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};
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};
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struct Vertex {
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float x, y, z;
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float s, t;
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float layer;
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};
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@@ -1,22 +1,27 @@
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#pragma once
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#pragma once
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#include <Cubed/config.hpp>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <vector>
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#include <vector>
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class Camera;
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class Camera;
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class TextureManager;
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class World;
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class World;
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class Renderer {
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class Renderer {
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public:
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public:
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constexpr static int NUM_VAO = 1;
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constexpr static int NUM_VAO = 1;
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Renderer(const Camera& camera, World& world);
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Renderer(const Camera& camera, World& world, const TextureManager& texture_manager);
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~Renderer();
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~Renderer();
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void init();
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void init();
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void render(GLuint texture_array);
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void render();
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void update_proj_matrix(float aspect);
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void update_proj_matrix(float aspect, float width, float height);
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private:
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private:
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const Camera& m_camera;
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const Camera& m_camera;
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const TextureManager& m_texture_manager;
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World& m_world;
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World& m_world;
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
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@@ -27,13 +32,20 @@ private:
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GLuint m_sky_vbo;
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GLuint m_sky_vbo;
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GLuint m_outline_indices_vbo;
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GLuint m_outline_indices_vbo;
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GLuint m_outline_vbo;
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GLuint m_outline_vbo;
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GLuint m_ui_vbo;
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GLuint m_sky_program;
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GLuint m_sky_program;
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GLuint m_outline_program;
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GLuint m_outline_program;
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GLuint m_ui_program;
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GLuint m_world_program;
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GLuint m_world_program;
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glm::mat4 m_ui_proj;
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glm::mat4 m_ui_m_matrix;
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std::vector<GLuint> m_vao;
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std::vector<GLuint> m_vao;
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std::vector<Vertex2D> m_ui;
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void render_outline();
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void render_outline();
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void render_sky();
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void render_sky();
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void render_ui();
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};
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};
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@@ -6,19 +6,20 @@
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class TextureManager {
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class TextureManager {
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private:
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private:
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GLuint m_texture_array;
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GLuint m_block_status_array;
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GLuint m_block_status_array;
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void load_block_status(int status_id);
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GLuint m_texture_array;
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GLuint m_ui_array;
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void load_block_status(unsigned status_id);
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void load_block_texture(unsigned block_id);
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void load_block_texture(unsigned block_id);
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void load_ui_texture(unsigned id);
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public:
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public:
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TextureManager();
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TextureManager();
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~TextureManager();
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~TextureManager();
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void delet_texture();
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void delet_texture();
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GLuint get_block_status_array();
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GLuint get_block_status_array() const;
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GLuint get_texture_array();
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GLuint get_texture_array() const;
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GLuint get_ui_array() const;
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// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
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// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
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void init_texture();
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void init_texture();
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};
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};
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@@ -36,7 +36,7 @@ void App::init() {
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m_renderer.init();
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m_renderer.init();
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m_window.update_viewport();
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m_window.update_viewport();
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MapTable::init_map();
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//MapTable::init_map();
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m_texture_manager.init_texture();
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m_texture_manager.init_texture();
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m_world.init_world();
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m_world.init_world();
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m_texture_array = m_texture_manager.get_texture_array();
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m_texture_array = m_texture_manager.get_texture_array();
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@@ -98,7 +98,7 @@ void App::window_reshape_callback(GLFWwindow* window, int new_width, int new_hei
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void App::render() {
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void App::render() {
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m_renderer.render(m_texture_array);
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m_renderer.render();
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glfwSwapBuffers(m_window.get_glfw_window());
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glfwSwapBuffers(m_window.get_glfw_window());
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@@ -1,6 +1,7 @@
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#include <Cubed/camera.hpp>
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#include <Cubed/camera.hpp>
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#include <Cubed/config.hpp>
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#include <Cubed/config.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/texture_manager.hpp>
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#include <Cubed/renderer.hpp>
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#include <Cubed/renderer.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/log.hpp>
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#include <Cubed/tools/log.hpp>
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@@ -8,8 +9,9 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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Renderer::Renderer(const Camera& camera, World& world):
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Renderer::Renderer(const Camera& camera, World& world, const TextureManager& texture_manager):
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m_camera(camera),
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m_camera(camera),
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m_texture_manager(texture_manager),
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m_world(world)
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m_world(world)
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{
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{
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@@ -20,11 +22,13 @@ Renderer::~Renderer() {
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glDeleteBuffers(1, &m_outline_vbo);
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glDeleteBuffers(1, &m_outline_vbo);
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glDeleteBuffers(1, &m_outline_indices_vbo);
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glDeleteBuffers(1, &m_outline_indices_vbo);
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glDeleteBuffers(1, &m_sky_vbo);
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glDeleteBuffers(1, &m_sky_vbo);
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glDeleteBuffers(1, &m_ui_vbo);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glDeleteVertexArrays(NUM_VAO, m_vao.data());
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glDeleteVertexArrays(NUM_VAO, m_vao.data());
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glDeleteProgram(m_world_program);
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glDeleteProgram(m_world_program);
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glDeleteProgram(m_outline_program);
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glDeleteProgram(m_outline_program);
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glDeleteProgram(m_sky_program);
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glDeleteProgram(m_sky_program);
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glDeleteProgram(m_ui_program);
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}
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}
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@@ -40,10 +44,12 @@ void Renderer::init() {
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m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
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m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
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m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
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m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
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m_ui_program = Shader::create_shader_program("shaders/ui_v_shader.glsl", "shaders/ui_f_shader.glsl");
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifndef NDEBUG
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#ifndef NDEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
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@@ -69,14 +75,26 @@ void Renderer::init() {
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glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
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glGenBuffers(1, &m_ui_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
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for (int i = 0; i < 6; i++) {
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Vertex2D vex {
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SQUARE_VERTICES[i][0],
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SQUARE_VERTICES[i][1],
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SQUARE_TEXTURE_POS[i][0],
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SQUARE_TEXTURE_POS[i][1],
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0
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};
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m_ui.emplace_back(vex);
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}
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glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void Renderer::render(GLuint texture_array) {
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void Renderer::render() {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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@@ -88,7 +106,7 @@ void Renderer::render(GLuint texture_array) {
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m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix");
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m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
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m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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m_v_mat = m_camera.get_camera_lookat();
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m_v_mat = m_camera.get_camera_lookat();
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m_mv_mat = m_v_mat * m_m_mat;
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m_mv_mat = m_v_mat * m_m_mat;
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@@ -98,6 +116,8 @@ void Renderer::render(GLuint texture_array) {
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m_world.render(m_mvp_mat);
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m_world.render(m_mvp_mat);
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render_outline();
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render_outline();
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render_ui();
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}
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}
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void Renderer::render_outline() {
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void Renderer::render_outline() {
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@@ -150,6 +170,41 @@ void Renderer::render_sky() {
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|||||||
|
|
||||||
}
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}
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void Renderer::update_proj_matrix(float aspect) {
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void Renderer::render_ui() {
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glUseProgram(m_ui_program);
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glDisable(GL_DEPTH_TEST);
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m_mv_loc = glGetUniformLocation(m_ui_program, "m_matrix");
|
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m_proj_loc = glGetUniformLocation(m_ui_program, "proj_matrix");
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_ui_m_matrix));
|
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glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
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glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer));
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glEnableVertexAttribArray(0);
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||||||
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glEnableVertexAttribArray(1);
|
||||||
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glEnableVertexAttribArray(2);
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||||||
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||||||
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glActiveTexture(GL_TEXTURE0);
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||||||
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
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||||||
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||||||
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glDrawArrays(GL_TRIANGLES, 0, 6);
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Shader::check_opengl_error();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
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||||||
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glEnable(GL_DEPTH_TEST);
|
||||||
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|
||||||
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}
|
||||||
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|
||||||
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void Renderer::update_proj_matrix(float aspect, float width, float height) {
|
||||||
m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
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m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
|
||||||
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m_ui_proj = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
|
||||||
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// scale and then translate
|
||||||
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m_ui_m_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(width / 2.0f, height / 2.0f, 0.0)) *
|
||||||
|
glm::scale(glm::mat4(1.0f), glm::vec3(50.0f, 50.0f, 1.0f));
|
||||||
|
|
||||||
}
|
}
|
||||||
12
src/shaders/ui_f_shader.glsl
Normal file
12
src/shaders/ui_f_shader.glsl
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
in vec2 tc;
|
||||||
|
flat in int tex_layer;
|
||||||
|
|
||||||
|
out vec4 color;
|
||||||
|
|
||||||
|
layout (binding = 0) uniform sampler2DArray samp;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
color = texture(samp, vec3(tc, tex_layer));
|
||||||
|
}
|
||||||
18
src/shaders/ui_v_shader.glsl
Normal file
18
src/shaders/ui_v_shader.glsl
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
#version 460
|
||||||
|
|
||||||
|
layout (location = 0) in vec2 pos;
|
||||||
|
layout (location = 1) in vec2 texCoord;
|
||||||
|
layout (location = 2) in float layer;
|
||||||
|
|
||||||
|
out vec2 tc;
|
||||||
|
|
||||||
|
flat out int tex_layer;
|
||||||
|
|
||||||
|
uniform mat4 m_matrix;
|
||||||
|
uniform mat4 proj_matrix;
|
||||||
|
|
||||||
|
void main(void) {
|
||||||
|
gl_Position = proj_matrix * m_matrix * vec4(pos, 0.0, 1.0);
|
||||||
|
tc = texCoord;
|
||||||
|
tex_layer = int(layer);
|
||||||
|
}
|
||||||
@@ -17,14 +17,19 @@ void TextureManager::delet_texture() {
|
|||||||
LOG::info("Successfully delete all texture");
|
LOG::info("Successfully delete all texture");
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint TextureManager::get_block_status_array() {
|
GLuint TextureManager::get_block_status_array() const{
|
||||||
return m_block_status_array;
|
return m_block_status_array;
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint TextureManager::get_texture_array() {
|
GLuint TextureManager::get_texture_array() const{
|
||||||
return m_texture_array;
|
return m_texture_array;
|
||||||
}
|
}
|
||||||
void TextureManager::load_block_status(int id) {
|
|
||||||
|
GLuint TextureManager::get_ui_array() const{
|
||||||
|
return m_ui_array;
|
||||||
|
}
|
||||||
|
|
||||||
|
void TextureManager::load_block_status(unsigned id) {
|
||||||
|
|
||||||
CUBED_ASSERT_MSG(id < MAX_BLOCK_STATUS, "Exceed the max status sum limit");
|
CUBED_ASSERT_MSG(id < MAX_BLOCK_STATUS, "Exceed the max status sum limit");
|
||||||
std::string path = "assets/texture/status/" + std::to_string(id) + ".png";
|
std::string path = "assets/texture/status/" + std::to_string(id) + ".png";
|
||||||
@@ -39,6 +44,7 @@ void TextureManager::load_block_status(int id) {
|
|||||||
);
|
);
|
||||||
Shader::delete_image_data(image_data);
|
Shader::delete_image_data(image_data);
|
||||||
}
|
}
|
||||||
|
|
||||||
void TextureManager::load_block_texture(unsigned id) {
|
void TextureManager::load_block_texture(unsigned id) {
|
||||||
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
|
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
|
||||||
const std::string& name = MapTable::get_name_from_id(id);
|
const std::string& name = MapTable::get_name_from_id(id);
|
||||||
@@ -71,6 +77,23 @@ void TextureManager::load_block_texture(unsigned id) {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void TextureManager::load_ui_texture(unsigned id) {
|
||||||
|
CUBED_ASSERT_MSG(id < MAX_UI_NUM, "Exceed the max ui sum limit");
|
||||||
|
|
||||||
|
std::string path = "assets/texture/ui/" + std::to_string(id) + ".png";
|
||||||
|
unsigned char* image_data = nullptr;
|
||||||
|
image_data = (Shader::load_image_data(path));
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
|
||||||
|
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
|
||||||
|
0 ,0, id,
|
||||||
|
16, 16, 1,
|
||||||
|
GL_RGBA, GL_UNSIGNED_BYTE,
|
||||||
|
image_data
|
||||||
|
);
|
||||||
|
Shader::delete_image_data(image_data);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void TextureManager::init_texture() {
|
void TextureManager::init_texture() {
|
||||||
|
|
||||||
MapTable::init_map();
|
MapTable::init_map();
|
||||||
@@ -133,6 +156,26 @@ void TextureManager::init_texture() {
|
|||||||
if (max_aniso > 0.0f) {
|
if (max_aniso > 0.0f) {
|
||||||
LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso);
|
LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso);
|
||||||
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
|
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glGenTextures(1, &m_ui_array);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
glTexImage3D(GL_TEXTURE_2D_ARRAY,
|
||||||
|
0, GL_RGBA,
|
||||||
|
16, 16,
|
||||||
|
MAX_UI_NUM,
|
||||||
|
0, GL_RGBA,
|
||||||
|
GL_UNSIGNED_BYTE, nullptr);
|
||||||
|
Shader::check_opengl_error();
|
||||||
|
for (int i = 0; i < MAX_UI_NUM; i++) {
|
||||||
|
load_ui_texture(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_ui_array);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -27,7 +27,7 @@ void Window::update_viewport() {
|
|||||||
glfwGetFramebufferSize(m_window, &m_width, &m_height);
|
glfwGetFramebufferSize(m_window, &m_width, &m_height);
|
||||||
m_aspect = (float)m_width / (float)m_height;
|
m_aspect = (float)m_width / (float)m_height;
|
||||||
glViewport(0, 0, m_width, m_height);
|
glViewport(0, 0, m_width, m_height);
|
||||||
m_renderer.update_proj_matrix(m_aspect);
|
m_renderer.update_proj_matrix(m_aspect, m_width, m_height) ;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user