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c7383a4208
| Author | SHA1 | Date | |
|---|---|---|---|
| c7383a4208 | |||
| 4e12c69f1b |
@@ -3,6 +3,7 @@
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#include "Cubed/constants.hpp"
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/player_renderer.hpp"
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#include "Cubed/render/texture.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include "Cubed/shader.hpp"
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@@ -129,24 +130,23 @@ private:
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glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat, m_norm_mat;
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std::unique_ptr<VertexBuffer> m_sky_vbo;
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std::unique_ptr<VertexBuffer> m_text_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_indices_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_vbo = 0;
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std::unique_ptr<VertexBuffer> m_ui_vbo = 0;
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std::unique_ptr<VertexBuffer> m_player_vbo = 0;
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std::unique_ptr<VertexBuffer> m_quad_vbo = 0;
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std::unique_ptr<VertexBuffer> m_outline_indices_vbo;
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std::unique_ptr<VertexBuffer> m_outline_vbo;
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std::unique_ptr<VertexBuffer> m_ui_vbo;
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std::unique_ptr<VertexBuffer> m_player_vbo;
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std::unique_ptr<VertexBuffer> m_quad_vbo;
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GLuint m_fbo = 0;
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GLuint m_screen_texture = 0;
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GLuint m_screen_depth_texture = 0;
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std::unique_ptr<Texture> m_screen_texture;
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std::unique_ptr<Texture> m_screen_depth_texture;
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GLuint m_oit_fbo = 0;
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GLuint m_accum_texture = 0;
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GLuint m_reveal_texture = 0;
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GLuint m_oit_depth_texture = 0;
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std::unique_ptr<Texture> m_accum_texture;
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std::unique_ptr<Texture> m_reveal_texture;
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std::unique_ptr<Texture> m_oit_depth_texture;
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GLuint m_depth_map_fbo = 0;
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GLuint m_depth_map_texture = 0;
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std::unique_ptr<Texture> m_depth_map_texture;
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glm::mat4 m_ui_proj;
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glm::mat4 m_ui_m_matrix;
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@@ -32,8 +32,10 @@ enum TextureFormat : GLenum {
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DEPTH_COMPONENT32F = GL_DEPTH_COMPONENT32F,
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DEPTH_COMPONENT = GL_DEPTH_COMPONENT,
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R16F = GL_R16F,
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RGBA16F = GL_RGBA16F,
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RED = GL_RED,
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RGBA = GL_RGBA,
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RGB = GL_RGB,
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RGBA8 = GL_RGBA8,
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};
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@@ -40,13 +40,13 @@ public:
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~TextureManager();
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void delet_texture();
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GLuint get_block_status_array() const;
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GLuint get_texture_array() const;
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GLuint get_cross_plane_array() const;
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GLuint get_ui_array() const;
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GLuint get_pbr_texture() const;
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const Texture* get_block_status_array() const;
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const Texture* get_texture_array() const;
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const Texture* get_cross_plane_array() const;
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const Texture* get_ui_array() const;
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const Texture* get_pbr_texture() const;
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const std::vector<std::unique_ptr<Texture>>& item_textures() const;
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GLuint get_skin() const;
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const Texture* get_skin() const;
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// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
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void init_texture();
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@@ -1,5 +1,8 @@
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#pragma once
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#include "Cubed/render/texture.hpp"
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#include <ft2build.h>
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#include <memory>
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#include FT_FREETYPE_H
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#include "Cubed/primitive_data.hpp"
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@@ -29,7 +32,7 @@ public:
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static std::vector<Vertex2D> vertices(const std::string& text,
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float x = 0.0f, float y = 0.0f,
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float scale = 1.0f);
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static GLuint text_texture();
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static const Texture* text_texture();
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static const std::string& font_path();
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private:
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@@ -39,7 +42,7 @@ private:
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float m_texture_width = 64;
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float m_texture_height = 64;
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static inline GLuint m_text_texture;
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static inline std::unique_ptr<Texture> m_text_texture;
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static inline std::string m_font_path{ASSETS_PATH
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"fonts/IBMPlexSans-Regular.ttf"};
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std::unordered_map<char8_t, Character> m_characters;
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@@ -1,6 +1,8 @@
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#pragma once
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include "Cubed/ui/color.hpp"
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#include <glad/glad.h>
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@@ -27,8 +29,7 @@ public:
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Text& text(std::string_view str);
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std::size_t uuid() const;
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static void set_loc(const Shader& shader);
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void render();
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void render(const Shader& shader);
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bool operator==(const Text& other) const;
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@@ -38,14 +39,14 @@ private:
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const std::string NAME;
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const std::size_t UUID;
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std::string m_text;
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glm::vec4 m_color{1.0f, 1.0f, 1.0f, 1.0f};
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glm::mat4 m_model_matrix;
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std::vector<Vertex2D> m_vertices;
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GLuint m_vbo = 0;
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static inline GLuint m_color_loc = 0;
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static inline GLuint m_mv_loc = 0;
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std::unique_ptr<VertexBuffer> m_vbo;
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std::unique_ptr<VertexArray> m_vao;
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void update_vertices();
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void upload_to_gpu();
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@@ -223,8 +223,7 @@ void PlayerRenderer::render(const Shader& shader) {
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glm::vec3(0, 1, 0));
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model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f));
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_renderer.texture_mamger().get_skin());
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m_renderer.texture_mamger().get_skin()->bind(1);
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auto make_rotated = [&](glm::vec3 pivot, float angle) {
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glm::mat4 mat = model;
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@@ -34,21 +34,20 @@ Renderer::~Renderer() {
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m_outline_indices_vbo.reset();
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m_sky_vbo.reset();
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m_ui_vbo.reset();
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m_text_vbo.reset();
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m_player_vbo.reset();
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glBindVertexArray(0);
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m_vao.clear();
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glDeleteFramebuffers(1, &m_fbo);
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glDeleteTextures(1, &m_screen_texture);
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glDeleteTextures(1, &m_screen_depth_texture);
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m_screen_texture.reset();
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m_screen_depth_texture.reset();
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glDeleteFramebuffers(1, &m_oit_fbo);
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glDeleteTextures(1, &m_accum_texture);
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glDeleteTextures(1, &m_reveal_texture);
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glDeleteTextures(1, &m_oit_depth_texture);
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m_accum_texture.reset();
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m_oit_depth_texture.reset();
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m_reveal_texture.reset();
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glDeleteFramebuffers(1, &m_depth_map_fbo);
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glDeleteTextures(1, &m_depth_map_texture);
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m_depth_map_texture.reset();
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}
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}
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@@ -141,7 +140,6 @@ void Renderer::init(bool debug_on) {
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m_player_vbo = std::make_unique<VertexBuffer>();
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m_quad_vbo = std::make_unique<VertexBuffer>();
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m_sky_vbo = std::make_unique<VertexBuffer>();
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m_text_vbo = std::make_unique<VertexBuffer>();
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m_ui_vbo = std::make_unique<VertexBuffer>();
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m_vao[2].bind();
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@@ -200,12 +198,6 @@ void Renderer::init_quad() {
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void Renderer::init_text() {
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m_vao[4].bind();
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m_text_vbo->buffer_data(NULL, sizeof(float) * 6 * 4,
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BufferUsage::DYNAMIC_DRAW);
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const auto& shader = get_shader("text");
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Text::set_loc(shader);
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DebugCollector::get().init_text();
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}
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@@ -395,8 +387,6 @@ void Renderer::render_sky() {
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void Renderer::render_text() {
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m_vao[4].bind();
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const auto& shader = get_shader("text");
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shader.use();
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@@ -410,7 +400,7 @@ void Renderer::render_text() {
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auto& texts = DebugCollector::get().all_texts();
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for (auto& t : texts) {
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t.second.render();
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t.second.render(shader);
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}
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glEnable(GL_DEPTH_TEST);
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@@ -428,9 +418,7 @@ void Renderer::render_ui() {
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shader.set_loc("proj_matrix", m_ui_proj);
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m_vao[3].bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
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m_texture_manager.get_ui_array()->bind(0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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Tools::check_opengl_error();
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@@ -455,12 +443,11 @@ void Renderer::render_underwater() {
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shader.set_loc("InverseViewProjection", glm::inverse(m_p_mat * m_v_mat));
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shader.set_loc("sunColor", m_parallel_light.sun_color);
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shader.set_loc("u_lightSpaceMatrix", m_parallel_light.light_space_matrix);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_screen_texture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_screen_depth_texture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
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m_screen_texture->bind(0);
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m_screen_depth_texture->bind(1);
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m_depth_map_texture->bind(2);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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@@ -494,28 +481,22 @@ void Renderer::updata_framebuffer(int width, int height) {
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glGenFramebuffers(1, &m_oit_fbo);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
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m_screen_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D);
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m_screen_texture->tex_image_2d(TextureFormat::RGB, TextureFormat::RGB,
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GL_UNSIGNED_BYTE, nullptr, width, height);
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glDeleteTextures(1, &m_screen_texture);
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glDeleteTextures(1, &m_screen_depth_texture);
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glGenTextures(1, &m_screen_texture);
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glBindTexture(GL_TEXTURE_2D, m_screen_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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m_screen_texture->set_linear();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_screen_texture, 0);
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m_screen_texture->id(), 0);
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glGenTextures(1, &m_screen_depth_texture);
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glBindTexture(GL_TEXTURE_2D, m_screen_depth_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0,
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GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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m_screen_depth_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D);
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m_screen_depth_texture->tex_image_2d(TextureFormat::DEPTH_COMPONENT32F,
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TextureFormat::DEPTH_COMPONENT,
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GL_FLOAT, nullptr, width, height);
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// m_screen_depth_texture->set_nearest();
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m_screen_depth_texture->set_linear();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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m_screen_depth_texture, 0);
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m_screen_depth_texture->id(), 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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Logger::error("FBO incomplete after resize!");
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@@ -525,33 +506,27 @@ void Renderer::updata_framebuffer(int width, int height) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
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glDeleteTextures(1, &m_accum_texture);
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glDeleteTextures(1, &m_reveal_texture);
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glDeleteTextures(1, &m_oit_depth_texture);
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glGenTextures(1, &m_accum_texture);
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glBindTexture(GL_TEXTURE_2D, m_accum_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA,
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GL_HALF_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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m_accum_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D);
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m_accum_texture->tex_image_2d(TextureFormat::RGBA16F, TextureFormat::RGBA,
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GL_HALF_FLOAT, nullptr, width, height);
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m_accum_texture->set_linear();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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m_accum_texture, 0);
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glGenTextures(1, &m_reveal_texture);
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glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED,
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GL_HALF_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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m_accum_texture->id(), 0);
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m_reveal_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D);
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m_reveal_texture->tex_image_2d(TextureFormat::R16F, TextureFormat::RED,
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GL_HALF_FLOAT, nullptr, width, height);
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m_reveal_texture->set_linear();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
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m_reveal_texture, 0);
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glGenTextures(1, &m_oit_depth_texture);
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glBindTexture(GL_TEXTURE_2D, m_oit_depth_texture);
|
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0,
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GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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m_reveal_texture->id(), 0);
|
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m_oit_depth_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D);
|
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m_oit_depth_texture->tex_image_2d(TextureFormat::DEPTH_COMPONENT32F,
|
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TextureFormat::DEPTH_COMPONENT, GL_FLOAT,
|
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nullptr, width, height);
|
||||
// m_oit_depth_texture->set_nearest();
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m_oit_depth_texture->set_linear();
|
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
|
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m_oit_depth_texture, 0);
|
||||
m_oit_depth_texture->id(), 0);
|
||||
GLenum draw_buffer[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
|
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glDrawBuffers(2, draw_buffer);
|
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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@@ -565,27 +540,27 @@ void Renderer::updata_framebuffer(int width, int height) {
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if (m_depth_map_fbo == 0) {
|
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glGenFramebuffers(1, &m_depth_map_fbo);
|
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}
|
||||
glDeleteTextures(1, &m_depth_map_texture);
|
||||
glGenTextures(1, &m_depth_map_texture);
|
||||
|
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glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
|
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, DEPTH_MAP_SIZE,
|
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DEPTH_MAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
m_depth_map_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D);
|
||||
|
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m_depth_map_texture->tex_image_2d(TextureFormat::DEPTH_COMPONENT32F,
|
||||
TextureFormat::DEPTH_COMPONENT, GL_FLOAT,
|
||||
nullptr, DEPTH_MAP_SIZE, DEPTH_MAP_SIZE);
|
||||
m_depth_map_texture->set_linear();
|
||||
m_depth_map_texture->set_clamp_to_border(false, true, true);
|
||||
float border_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
|
||||
// Manually compare shadows
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||
m_depth_map_texture->parameterfv(TexturePname::BORDER_COLOR, border_color);
|
||||
m_depth_map_texture->parameter(TexturePname::COMPARE_MODE,
|
||||
TextureParam::T_NONE);
|
||||
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
|
||||
// GL_COMPARE_REF_TO_TEXTURE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_map_fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
|
||||
m_depth_map_texture, 0);
|
||||
m_depth_map_texture->id(), 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
@@ -662,14 +637,12 @@ void Renderer::render_world() {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_map_fbo);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!snapshot) {
|
||||
continue;
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||
m_texture_manager.get_texture_array());
|
||||
m_texture_manager.get_texture_array()->bind(1);
|
||||
glBindVertexArray(snapshot->normal_vao);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, snapshot->normal_vertices_count);
|
||||
@@ -686,8 +659,7 @@ void Renderer::render_world() {
|
||||
glm::vec2 center_xz{snapshot->center.x, snapshot->center.z};
|
||||
float dist2d = glm::distance(camera_pos_xz, center_xz);
|
||||
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||
m_texture_manager.get_cross_plane_array());
|
||||
m_texture_manager.get_cross_plane_array()->bind(1);
|
||||
glBindVertexArray(snapshot->cross_vao);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0,
|
||||
@@ -695,8 +667,9 @@ void Renderer::render_world() {
|
||||
}
|
||||
}
|
||||
if (snapshot->normal_discard_vertices_count != 0) {
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||
m_texture_manager.get_texture_array());
|
||||
|
||||
m_texture_manager.get_texture_array()->bind(1);
|
||||
|
||||
glBindVertexArray(snapshot->normal_discard_vao);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0,
|
||||
@@ -751,12 +724,11 @@ void Renderer::render_world() {
|
||||
int rendered_sum = 0;
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_pbr_texture());
|
||||
m_depth_map_texture->bind(0);
|
||||
|
||||
m_texture_manager.get_texture_array()->bind(1);
|
||||
m_texture_manager.get_pbr_texture()->bind(2);
|
||||
|
||||
normal_block_shader.set_loc("enablePBR", m_pbr);
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!snapshot) {
|
||||
@@ -789,9 +761,7 @@ void Renderer::render_world() {
|
||||
}
|
||||
}
|
||||
// cross_plane
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY,
|
||||
m_texture_manager.get_cross_plane_array());
|
||||
m_texture_manager.get_cross_plane_array()->bind(1);
|
||||
normal_block_shader.set_loc("enablePBR", false);
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!snapshot) {
|
||||
@@ -855,8 +825,9 @@ void Renderer::render_world() {
|
||||
|
||||
set_accum_loc(accum_shader);
|
||||
accum_shader.set_loc("cameraPos", m_camera.get_camera_pos());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
|
||||
|
||||
m_texture_manager.get_texture_array()->bind(0);
|
||||
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!snapshot) {
|
||||
continue;
|
||||
@@ -902,14 +873,9 @@ void Renderer::render_world() {
|
||||
water_shader.set_loc("refractStrength", m_refract_strength);
|
||||
water_shader.set_loc("enablePerturb", m_water_perturb);
|
||||
water_shader.set_loc("enableDepthFade", m_water_depth_fade);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_screen_texture);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, m_screen_depth_texture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
|
||||
m_screen_texture->bind(1);
|
||||
m_screen_depth_texture->bind(2);
|
||||
m_texture_manager.get_texture_array()->bind(0);
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
if (!snapshot) {
|
||||
continue;
|
||||
@@ -939,11 +905,8 @@ void Renderer::render_world() {
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
m_vao[0].bind();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
|
||||
m_accum_texture->bind(0);
|
||||
m_reveal_texture->bind(1);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
@@ -973,10 +936,7 @@ void Renderer::render_player() {
|
||||
shader.set_loc("samples", m_samples);
|
||||
// shader.set_loc("renderDistance", m_world.rendering_distance());
|
||||
// shader.set_loc("skyColor", m_sky_uniform.sky_top);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
|
||||
|
||||
m_depth_map_texture->bind(0);
|
||||
m_player_renderer.render(shader);
|
||||
}
|
||||
|
||||
|
||||
@@ -50,21 +50,21 @@ void TextureManager::delet_texture() {
|
||||
}
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_block_status_array() const {
|
||||
return m_block_status_array->id();
|
||||
const Texture* TextureManager::get_block_status_array() const {
|
||||
return m_block_status_array.get();
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_texture_array() const {
|
||||
return m_texture_array->id();
|
||||
const Texture* TextureManager::get_texture_array() const {
|
||||
return m_texture_array.get();
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_cross_plane_array() const {
|
||||
return m_cross_plane_array->id();
|
||||
const Texture* TextureManager::get_cross_plane_array() const {
|
||||
return m_cross_plane_array.get();
|
||||
}
|
||||
GLuint TextureManager::get_ui_array() const { return m_ui_array->id(); }
|
||||
const Texture* TextureManager::get_ui_array() const { return m_ui_array.get(); }
|
||||
|
||||
GLuint TextureManager::get_pbr_texture() const {
|
||||
return m_normal_texture_array->id();
|
||||
const Texture* TextureManager::get_pbr_texture() const {
|
||||
return m_normal_texture_array.get();
|
||||
}
|
||||
|
||||
const std::vector<std::unique_ptr<Texture>>&
|
||||
@@ -72,7 +72,7 @@ TextureManager::item_textures() const {
|
||||
return m_item_textures;
|
||||
}
|
||||
|
||||
GLuint TextureManager::get_skin() const { return m_skin->id(); }
|
||||
const Texture* TextureManager::get_skin() const { return m_skin.get(); }
|
||||
|
||||
void TextureManager::load_block_status(unsigned id) {
|
||||
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
#include "Cubed/tools/font.hpp"
|
||||
|
||||
#include "Cubed/constants.hpp"
|
||||
#include "Cubed/shader.hpp"
|
||||
#include "Cubed/tools/log.hpp"
|
||||
#include "Cubed/tools/shader_tools.hpp"
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
@@ -26,7 +24,6 @@ Font::~Font() {
|
||||
|
||||
FT_Done_Face(m_face);
|
||||
FT_Done_FreeType(m_ft);
|
||||
glDeleteTextures(1, &m_text_texture);
|
||||
}
|
||||
|
||||
void Font::load_character(char8_t c) {
|
||||
@@ -36,10 +33,9 @@ void Font::load_character(char8_t c) {
|
||||
}
|
||||
const auto& width = m_face->glyph->bitmap.width;
|
||||
const auto& height = m_face->glyph->bitmap.rows;
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, static_cast<int>(c), width,
|
||||
height, 1, GL_RED, GL_UNSIGNED_BYTE,
|
||||
m_face->glyph->bitmap.buffer);
|
||||
m_text_texture->tex_sub_image_3d(TextureFormat::RED, GL_UNSIGNED_BYTE,
|
||||
m_face->glyph->bitmap.buffer, 0, 0,
|
||||
static_cast<int>(c), width, height);
|
||||
|
||||
Character character = {
|
||||
glm::vec2{0.0f, 0.0f},
|
||||
@@ -54,22 +50,16 @@ void Font::load_character(char8_t c) {
|
||||
|
||||
void Font::setup_font_character() {
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
glGenTextures(1, &m_text_texture);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RED, m_texture_width,
|
||||
m_texture_height, MAX_CHARACTER, 0, GL_RED, GL_UNSIGNED_BYTE,
|
||||
nullptr);
|
||||
m_text_texture = std::make_unique<Texture>(TextureType::TEXTURE_2D_ARRAY);
|
||||
m_text_texture->tex_image_3d(TextureFormat::RED, TextureFormat::RED,
|
||||
GL_UNSIGNED_BYTE, nullptr, m_texture_width,
|
||||
m_texture_height, MAX_CHARACTER);
|
||||
|
||||
for (char8_t c = 0; c < 128; c++) {
|
||||
load_character(c);
|
||||
}
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
m_text_texture->set_linear();
|
||||
m_text_texture->set_clamp_to_edge(false, true, true);
|
||||
}
|
||||
|
||||
std::vector<Vertex2D> Font::vertices(const std::string& text, float x, float y,
|
||||
@@ -110,7 +100,7 @@ std::vector<Vertex2D> Font::vertices(const std::string& text, float x, float y,
|
||||
return vertices;
|
||||
}
|
||||
|
||||
GLuint Font::text_texture() { return m_text_texture; }
|
||||
const Texture* Font::text_texture() { return m_text_texture.get(); }
|
||||
|
||||
const std::string& Font::font_path() { return m_font_path; }
|
||||
|
||||
|
||||
@@ -9,30 +9,30 @@
|
||||
|
||||
namespace Cubed {
|
||||
|
||||
Text::Text(std::string_view name) : NAME(name), UUID(HASH::str(name)) {}
|
||||
Text::Text(std::string_view name)
|
||||
: NAME(name), UUID(HASH::str(name)),
|
||||
m_vbo(std::make_unique<VertexBuffer>()),
|
||||
m_vao(std::make_unique<VertexArray>()) {}
|
||||
|
||||
Text::Text(std::string_view name, std::string_view str, glm::vec2 pos,
|
||||
Color color)
|
||||
: NAME(name), UUID(HASH::str(name)) {
|
||||
: NAME(name), UUID(HASH::str(name)),
|
||||
m_vbo(std::make_unique<VertexBuffer>()),
|
||||
m_vao(std::make_unique<VertexArray>()) {
|
||||
m_text.assign(str);
|
||||
m_pos = pos;
|
||||
m_color = color_value(color);
|
||||
update_vertices();
|
||||
}
|
||||
|
||||
Text::~Text() {
|
||||
if (m_vbo != 0) {
|
||||
glDeleteBuffers(1, &m_vbo);
|
||||
}
|
||||
}
|
||||
Text::~Text() { m_vbo.reset(); }
|
||||
|
||||
Text::Text(Text&& other) noexcept
|
||||
: m_scale(other.m_scale), m_pos(other.m_pos), NAME(other.NAME),
|
||||
UUID(other.UUID), m_text(std::move(other.m_text)), m_color(other.m_color),
|
||||
m_model_matrix(other.m_model_matrix),
|
||||
m_vertices(std::move(other.m_vertices)), m_vbo(other.m_vbo) {
|
||||
other.m_vbo = 0;
|
||||
}
|
||||
m_vertices(std::move(other.m_vertices)), m_vbo(std::move(other.m_vbo)),
|
||||
m_vao(std::move(other.m_vao)) {}
|
||||
|
||||
Text& Text::color(Color color) {
|
||||
m_color = color_value(color);
|
||||
@@ -51,45 +51,24 @@ Text& Text::scale(float s) {
|
||||
|
||||
std::size_t Text::uuid() const { return UUID; }
|
||||
|
||||
void Text::set_loc(const Shader& shader) {
|
||||
m_color_loc = shader.loc("textColor");
|
||||
m_mv_loc = shader.loc("mv_matrix");
|
||||
}
|
||||
|
||||
Text& Text::text(std::string_view str) {
|
||||
m_text.assign(str);
|
||||
update_vertices();
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Text::render() {
|
||||
void Text::render(const Shader& shader) {
|
||||
ASSERT_MSG(m_vbo != 0, "VBO not initialized!");
|
||||
ASSERT_MSG(!m_vertices.empty(), "Text String Not Set");
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, Font::text_texture());
|
||||
ASSERT_MSG(m_color_loc, "m_color_loc is null");
|
||||
|
||||
Font::text_texture()->bind(0);
|
||||
m_vao->bind();
|
||||
m_model_matrix =
|
||||
glm::translate(glm::mat4(1.0f), glm::vec3(m_pos.x, m_pos.y, 0.0f)) *
|
||||
glm::scale(glm::mat4(1.0f), glm::vec3(m_scale, m_scale, 1.0f));
|
||||
|
||||
glUniform3f(m_color_loc, m_color.x, m_color.y, m_color.z);
|
||||
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_model_matrix));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
|
||||
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, layer));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
shader.set_loc("textColor", glm::vec3(m_color.x, m_color.y, m_color.z));
|
||||
shader.set_loc("mv_matrix", m_model_matrix);
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
}
|
||||
|
||||
void Text::update_vertices() {
|
||||
@@ -98,13 +77,15 @@ void Text::update_vertices() {
|
||||
}
|
||||
|
||||
void Text::upload_to_gpu() {
|
||||
if (m_vbo == 0) {
|
||||
glGenBuffers(1, &m_vbo);
|
||||
}
|
||||
ASSERT_MSG(m_vbo, "Vbo Is Not Gen");
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex2D),
|
||||
m_vertices.data(), GL_DYNAMIC_DRAW);
|
||||
m_vao->bind();
|
||||
m_vbo->buffer_data(m_vertices.data(), m_vertices.size() * sizeof(Vertex2D),
|
||||
BufferUsage::DYNAMIC_DRAW);
|
||||
m_vao->attribute(0, 2, GL_FLOAT, sizeof(Vertex2D), (void*)0);
|
||||
m_vao->attribute(1, 2, GL_FLOAT, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, s));
|
||||
m_vao->attribute(2, 1, GL_FLOAT, sizeof(Vertex2D),
|
||||
(void*)offsetof(Vertex2D, layer));
|
||||
}
|
||||
|
||||
bool Text::operator==(const Text& other) const { return UUID == other.uuid(); }
|
||||
|
||||
Reference in New Issue
Block a user