VN System improved.
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@ -1,76 +1,76 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Texture.hpp"
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using namespace Dawn;
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void Texture::bind(textureslot_t slot) {
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if(this->id == -1) throw "Texture has not been initialized, cannot bind.";
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glActiveTexture(GL_TEXTURE0 + slot);
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glBindTexture(GL_TEXTURE_2D, this->id);
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}
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int32_t Texture::getWidth() {
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return this->width;
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}
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int32_t Texture::getHeight() {
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return this->height;
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}
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void Texture::setSize(int32_t width, int32_t height) {
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if(this->id != -1) glDeleteTextures(1, &this->id);
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this->width = width;
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this->height = height;
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glGenTextures(1, &this->id);
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if(this->id <= 0) throw "Texture generation failed!";
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->id);
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// Setup our preferred texture params, later this will be configurable.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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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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// Initialize the texture to blank
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA,
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width, height,
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0, GL_RGBA, GL_FLOAT, NULL
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);
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}
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void Texture::fill(struct Color color) {
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struct Color *pixels = (struct Color *)memoryAllocate(
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sizeof(struct Color) * this->width * this->height
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);
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this->buffer(pixels);
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memoryFree(pixels);
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}
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bool_t Texture::isReady() {
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return this->id != -1;
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}
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void Texture::buffer(struct Color pixels[]) {
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glBindTexture(GL_TEXTURE_2D, this->id);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA,
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this->width, this->height,
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0, GL_RGBA, GL_FLOAT, (void *)pixels
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);
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}
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Texture::~Texture() {
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if(this->id != -1) glDeleteTextures(1, &this->id);
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "Texture.hpp"
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using namespace Dawn;
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void Texture::bind(textureslot_t slot) {
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assertTrue(this->id != -1);
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glActiveTexture(GL_TEXTURE0 + slot);
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glBindTexture(GL_TEXTURE_2D, this->id);
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}
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int32_t Texture::getWidth() {
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return this->width;
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}
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int32_t Texture::getHeight() {
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return this->height;
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}
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void Texture::setSize(int32_t width, int32_t height) {
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if(this->id != -1) glDeleteTextures(1, &this->id);
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this->width = width;
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this->height = height;
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glGenTextures(1, &this->id);
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if(this->id <= 0) throw "Texture generation failed!";
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, this->id);
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// Setup our preferred texture params, later this will be configurable.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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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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// Initialize the texture to blank
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA,
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width, height,
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0, GL_RGBA, GL_FLOAT, NULL
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);
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}
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void Texture::fill(struct Color color) {
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struct Color *pixels = (struct Color *)memoryAllocate(
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sizeof(struct Color) * this->width * this->height
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);
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this->buffer(pixels);
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memoryFree(pixels);
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}
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bool_t Texture::isReady() {
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return this->id != -1;
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}
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void Texture::buffer(struct Color pixels[]) {
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glBindTexture(GL_TEXTURE_2D, this->id);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGBA,
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this->width, this->height,
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0, GL_RGBA, GL_FLOAT, (void *)pixels
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);
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}
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Texture::~Texture() {
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if(this->id != -1) glDeleteTextures(1, &this->id);
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}
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@ -5,6 +5,7 @@
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#pragma once
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#include "dawnopengl.hpp"
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#include "assert/assert.hpp"
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#include "display/_Texture.hpp"
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#include "util/memory.hpp"
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@ -45,7 +45,7 @@ namespace Dawn {
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shaderparameter_t param,
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Texture *texture
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) override {
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if(texture == nullptr) {
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if(texture == nullptr || !texture->isReady()) {
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this->setBoolean(this->paramHasTexture, false);
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} else {
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this->setBoolean(this->paramHasTexture, true);
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