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https://github.com/MihailRis/voxelcore.git
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test environment (sky)
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parent
c4d5812b4f
commit
a7ad219261
14 changed files with 421 additions and 196 deletions
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@ -4,7 +4,7 @@
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#include <GL/glew.h>
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Cubemap::Cubemap(uint width, uint height, ImageFormat imageFormat)
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: Texture(0, width, height)
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: Texture(0U, width, height, imageFormat)
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{
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, id);
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@ -14,7 +14,6 @@ Cubemap::Cubemap(uint width, uint height, ImageFormat imageFormat)
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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uint format = gl::to_glenum(imageFormat);
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for (uint face = 0; face < 6; face++) {
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glTexImage2D(
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
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@ -37,3 +36,23 @@ void Cubemap::bind() const {
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void Cubemap::unbind() const {
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void Cubemap::reload(const ubyte* data, uint width, uint height) {
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this->width = width;
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this->height = height;
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glBindTexture(GL_TEXTURE_CUBE_MAP, id);
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for (uint face = 0; face < 6; face++) {
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glTexImage2D(
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GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
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0,
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format,
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width,
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height,
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0,
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format,
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GL_UNSIGNED_BYTE,
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data
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);
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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@ -9,4 +9,5 @@ public:
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virtual void bind() const override;
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virtual void unbind() const override;
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virtual void reload(const ubyte* data, uint w, uint h) override;
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};
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@ -1,14 +1,14 @@
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#include "Framebuffer.hpp"
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#include <GL/glew.h>
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#include "Texture.hpp"
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#include "debug/Logger.hpp"
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static debug::Logger logger("gl-framebuffer");
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Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
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: fbo(fbo), depth(depth), texture(std::move(texture))
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{
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: fbo(fbo), depth(depth), texture(std::move(texture)) {
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if (this->texture) {
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width = this->texture->getWidth();
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height = this->texture->getHeight();
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@ -18,35 +18,55 @@ Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
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}
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}
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static std::unique_ptr<Texture> create_texture(int width, int height, int format) {
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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, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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static std::unique_ptr<Texture> create_texture(
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int width, int height, bool alpha
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) {
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GLenum glformat = alpha ? GL_RGBA : GL_RGB;
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GLuint textureid;
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glGenTextures(1, &textureid);
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glBindTexture(GL_TEXTURE_2D, textureid);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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glformat,
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width,
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height,
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0,
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glformat,
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GL_UNSIGNED_BYTE,
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nullptr
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);
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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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return std::make_unique<Texture>(tex, width, height);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureid, 0
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);
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return std::make_unique<Texture>(
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textureid,
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width,
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height,
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alpha ? ImageFormat::RGBA8888 : ImageFormat::RGB888
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);
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}
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Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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: width(width), height(height)
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{
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Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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: width(width), height(height) {
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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format = alpha ? GL_RGBA : GL_RGB;
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// Setup color attachment (texture)
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texture = create_texture(width, height, format);
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texture = create_texture(width, height, alpha);
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// Setup depth attachment
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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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glFramebufferRenderbuffer(
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GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth
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);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "framebuffer is not complete!";
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@ -60,6 +80,10 @@ Framebuffer::~Framebuffer() {
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glDeleteRenderbuffers(1, &depth);
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}
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void Framebuffer::setTexture(std::unique_ptr<Texture> texture) {
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this->texture = std::move(texture);
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}
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void Framebuffer::bind() {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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}
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@ -81,7 +105,7 @@ void Framebuffer::resize(uint width, uint height) {
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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texture = create_texture(width, height, format);
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texture->resize(width, height);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -102,5 +126,5 @@ uint Framebuffer::getHeight() const {
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}
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uint Framebuffer::getFBO() const {
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return fbo;
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return fbo;
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}
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@ -12,13 +12,14 @@ class Framebuffer : public Bindable {
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uint depth;
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uint width;
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uint height;
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uint format;
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std::shared_ptr<Texture> texture;
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public:
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Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture);
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Framebuffer(uint width, uint height, bool alpha=false);
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~Framebuffer();
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void setTexture(std::unique_ptr<Texture> texture);
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/// @brief Use framebuffer
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void bind() override;
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@ -7,8 +7,8 @@
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uint Texture::MAX_RESOLUTION = 1024; // Window.initialize overrides it
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Texture::Texture(uint id, uint width, uint height)
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: id(id), width(width), height(height) {
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Texture::Texture(uint id, uint width, uint height, ImageFormat imageFormat)
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: id(id), width(width), height(height), format(gl::to_glenum(imageFormat)) {
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}
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Texture::Texture(const ubyte* data, uint width, uint height, ImageFormat imageFormat)
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@ -17,7 +17,7 @@ Texture::Texture(const ubyte* data, uint width, uint height, ImageFormat imageFo
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glBindTexture(GL_TEXTURE_2D, id);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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GLenum format = gl::to_glenum(imageFormat);
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format = gl::to_glenum(imageFormat);
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glTexImage2D(
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GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data)
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@ -41,23 +41,27 @@ void Texture::unbind() const {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::resize(uint width, uint height) {
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reload(nullptr, width, height);
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}
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void Texture::reload(const ImageData& image) {
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width = image.getWidth();
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height = image.getHeight();
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reload(image.getData(), width, height);
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}
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void Texture::reload(const ubyte* data, uint width, uint height) {
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this->width = width;
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this->height = height;
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data));
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data));
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::reloadPartial(const ImageData& image, uint x, uint y, uint w, uint h) {
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glBindTexture(GL_TEXTURE_2D, id);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, image.getData());
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, image.getData());
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -11,19 +11,21 @@ protected:
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uint id;
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uint width;
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uint height;
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uint format;
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public:
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Texture(uint id, uint width, uint height);
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Texture(uint id, uint width, uint height, ImageFormat imageFormat);
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Texture(const ubyte* data, uint width, uint height, ImageFormat format);
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virtual ~Texture();
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virtual void bind() const;
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virtual void unbind() const;
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void reload(const ubyte* data, uint w, uint h);
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virtual void reload(const ubyte* data, uint w, uint h);
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void reloadPartial(const ImageData& image, uint x, uint y, uint w, uint h);
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void setNearestFilter();
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void reload(const ImageData& image);
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virtual void resize(uint w, uint h);
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void setMipMapping(bool flag, bool pixelated);
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