mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-27 03:53:24 +00:00
GUI quad rendering
improved font and image readers different mesh VAOs for spatial and GUI quads
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+11
-27
@@ -1,21 +1,23 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#include "texture.h"
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#include "assetManager.h"
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#include "imageAsset.h"
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#include "root.h"
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#include "texture.h"
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#include "fontAsset.h"
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#include "imageAsset.h"
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#include "assetManager.h"
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#include <glad.h>
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#include <glfw3.h>
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#include <iostream>
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using namespace std;
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namespace vb01{
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//TODO deallocate (V)RAM for this constructor
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Texture::Texture(int w, int h, bool shadowMap, bool hiRes) : Animatable(Animatable::TEXTURE), width(w), height(h), texture(new u32){
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if(shadowMap){
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/*
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@@ -55,31 +57,13 @@ namespace vb01{
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Root::getSingleton()->createCubemap(depth, false, p, ml);
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}
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Texture::Texture(FT_Face face) : Animatable(Animatable::TEXTURE){
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texture = new u32;
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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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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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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glBindTexture(GL_TEXTURE_2D, 0);
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Texture::Texture(string path, int id) : Animatable(Animatable::TEXTURE){
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FontAsset *fontAsset = (FontAsset*)AssetManager::getSingleton()->getAsset(path);
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frames.push_back(Frame(nullptr, fontAsset->getGlyph(id).layerId));
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}
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Texture::~Texture(){
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delete paths;
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if(paths) delete paths;
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}
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void Texture::animate(float value, KeyframeChannel keyframeChannel){
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