love
parent
c4097f1c9b
commit
3bb0ca1193
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@ -27,59 +27,111 @@
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namespace blt::gfx
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{
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class shader_base {
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class uniform_buffer
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{
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private:
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GLuint uboID;
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size_t size_;
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GLuint location_;
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public:
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uniform_buffer(size_t size, GLuint location = 0);
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uniform_buffer(void* data, size_t size, GLuint location = 0);
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/**
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* Resizes the internal UBO
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* @param newSize new size for the UBO
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*/
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uniform_buffer& resize(size_t newSize);
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/**
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* Uploads data to the UBO. This can be an arbitrary locations and does not need to be the whole UBO.
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*/
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uniform_buffer& upload(void* data, size_t size, size_t offset = 0);
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/**
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* Binds the UBO to a binding location
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*/
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uniform_buffer& bind(GLuint location);
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~uniform_buffer();
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[[nodiscard]] inline size_t size() const
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{
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return size_;
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}
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[[nodiscard]] inline GLuint location() const
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{
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return location_;
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}
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};
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class shader_base
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{
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friend uniform_buffer;
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protected:
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struct IntDefaultedToMinusOne {
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struct IntDefaultedToMinusOne
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{
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GLint i = -1;
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};
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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GLuint programID = 0;
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inline GLint getUniformLocation(const std::string &name) {
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inline GLint getUniformLocation(const std::string& name)
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{
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if (uniformVars[name].i != -1)
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return uniformVars[name].i;
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int loc = glGetUniformLocation(programID, name.c_str());
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uniformVars[name].i = loc;
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return loc;
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}
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public:
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inline void bind() const {
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inline void bind() const
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{
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glUseProgram(programID);
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}
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inline void setBool(const std::string &name, bool value) {
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inline void setBool(const std::string& name, bool value)
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{
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glUniform1i(getUniformLocation(name), (int) value);
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}
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inline void setInt(const std::string &name, int value) {
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inline void setInt(const std::string& name, int value)
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{
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glUniform1i(getUniformLocation(name), value);
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}
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inline void setFloat(const std::string &name, float value) {
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inline void setFloat(const std::string& name, float value)
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{
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glUniform1f(getUniformLocation(name), value);
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}
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inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
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inline void setMatrix(const std::string& name, blt::mat4x4& matrix)
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{
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
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}
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inline void setVec3(const std::string &name, const blt::vec3 &vec) {
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inline void setVec3(const std::string& name, const blt::vec3& vec)
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{
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glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
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}
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inline void setVec4(const std::string &name, const blt::vec4 &vec) {
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inline void setVec4(const std::string& name, const blt::vec4& vec)
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{
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
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}
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inline void setVec2(const std::string &name, float x, float y) {
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inline void setVec2(const std::string& name, float x, float y)
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{
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glUniform2f(getUniformLocation(name), x, y);
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}
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inline void setVec3(const std::string &name, float x, float y, float z) {
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inline void setVec3(const std::string& name, float x, float y, float z)
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{
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glUniform3f(getUniformLocation(name), x, y, z);
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}
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inline void setVec4(const std::string &name, float x, float y, float z, float w) {
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inline void setVec4(const std::string& name, float x, float y, float z, float w)
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{
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glUniform4f(getUniformLocation(name), x, y, z, w);
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}
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};
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@ -87,13 +139,15 @@ namespace blt::gfx
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/**
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* a basic computer shader class, contains the functions and resources required to use compute shaders!
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*/
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class compute_shader : public shader_base {
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class compute_shader : public shader_base
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{
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private:
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GLuint shaderID = 0;
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public:
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explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
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inline void execute(int x, int y, int z) const {
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inline void execute(int x, int y, int z) const
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{
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bind();
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glDispatchCompute(x, y, z);
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}
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@ -101,18 +155,14 @@ namespace blt::gfx
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~compute_shader();
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};
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class shader : public shader_base {
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class shader : public shader_base
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{
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private:
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GLuint vertexShaderID = 0;
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GLuint fragmentShaderID = 0;
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// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
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GLuint geometryShaderID = 0;
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// this would be very useful however it is highly unlikely webgl will support it
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// im leaving some of this stuff in here because I might expand the native application to use some of it.
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// im trying to keep the web and native versions the same though
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GLuint tessellationShaderID = 0;
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static unsigned int createShader(const std::string& source, int type);
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public:
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/**
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* Creates a shader
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@ -121,23 +171,17 @@ namespace blt::gfx
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* @param geometry geometry shader source or file (optional)
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* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
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*/
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shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
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shader(const std::string& vertex, const std::string& fragment, bool load_as_string = true);
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shader(shader&& move) noexcept;
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// used to set the location of VAOs to the in variables in opengl shaders.
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void bindAttribute(int attribute, const std::string &name) const;
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void bindAttribute(int attribute, const std::string& name) const;
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// used to set location of shared UBOs like the perspective and view matrix
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void setUniformBlockLocation(const std::string &name, int location) const;
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void setUniformBlockLocation(const std::string& name, int location) const;
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~shader();
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static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
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static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
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static void updateViewMatrix(const blt::mat4x4& viewMatrix);
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// returns the perspective view matrix which is calculated per frame. (This is for optimization)
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static const blt::mat4x4& getPVM();
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};
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}
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@ -1,3 +1,6 @@
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#if defined(_MSC_VER)
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#pragma warning
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#endif
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/* stb_image_resize2 - v2.04 - public domain image resizing
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by Jeff Roberts (v2) and Jorge L Rodriguez
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@ -2876,12 +2879,12 @@ static float stbir__filter_mitchell(float x, float s, void * user_data)
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return (0.0f);
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}
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//static float stbir__support_zero(float s, void * user_data)
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//{
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// STBIR__UNUSED(s);
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// STBIR__UNUSED(user_data);
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// return 0;
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//}
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static float stbir__support_zero(float s, void * user_data)
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{
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STBIR__UNUSED(s);
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STBIR__UNUSED(user_data);
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return 0;
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}
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static float stbir__support_zeropoint5(float s, void * user_data)
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{
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unsigned char * end_output = ( (unsigned char*) output ) + width_times_channels;
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#ifdef STBIR_SIMD
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stbir_uint32 const * to_srgb = fp32_to_srgb8_tab4 - (127-13)*8;
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stbir_uint32 const* to_srgb = fp32_to_srgb8_tab4 - (127-13)*8;
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if ( width_times_channels >= 16 )
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{
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return m_data;
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}
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[[nodiscard]] inline unsigned char* data() const
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[[nodiscard]] inline const unsigned char* data() const
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{
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return m_data;
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}
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10683
include/glad/gl.h
10683
include/glad/gl.h
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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@ -1 +1 @@
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Subproject commit bc8134e3a2c69877ff008d84e81df3e06729d679
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Subproject commit b135e5b915e0efaae2f8d9dc30d4752726b74bb4
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@ -1 +1 @@
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Subproject commit 0d582dabf34e9e31f072b1ee5c353c18351b4424
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Subproject commit 4a2426449a4c65028c65c68ed9426495dec251e4
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@ -68,37 +68,28 @@ namespace blt::gfx
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return shaderID;
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}
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shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) {
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shader::shader(const std::string& vertex, const std::string& fragment, bool load_as_string) {
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// load shader sources
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bool load_geometry = !geometry.empty();
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std::string vertex_source = vertex;
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std::string fragment_source = fragment;
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std::string geometry_source = geometry;
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if (!load_as_string){
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// BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements.
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vertex_source = blt::fs::loadShaderFile(vertex);
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fragment_source = blt::fs::loadShaderFile(fragment);
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if (load_geometry)
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geometry_source = blt::fs::loadShaderFile(geometry);
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} else {
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vertex_source = removeEmptyFirstLines(vertex_source);
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fragment_source = removeEmptyFirstLines(fragment_source);
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geometry_source = removeEmptyFirstLines(geometry_source);
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}
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// create the shaders
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vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
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fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
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if (load_geometry)
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geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
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// bind them to a program
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programID = glCreateProgram();
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// attach the loaded shaders to the Shader program
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, fragmentShaderID);
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if (load_geometry)
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glAttachShader(programID, geometryShaderID);
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// link and make sure that our program is valid.
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glLinkProgram(programID);
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BLT_ERROR("Unable to link program of ID: %d", programID);
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BLT_ERROR(vertex_source);
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BLT_ERROR(fragment_source);
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BLT_ERROR(geometry_source);
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BLT_ERROR("I have an log of %d length", log_length);
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BLT_ERROR(infoLog.data());
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BLT_ERROR("--- --- --- --- --- --- --- --- ---");
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glValidateProgram(programID);
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bind();
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setUniformBlockLocation("StandardMatrices", 0);
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setUniformBlockLocation("GlobalMatrices", 0);
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glUseProgram(0);
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}
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void shader::setUniformBlockLocation(const std::string &name, int location) const {
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bind();
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glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
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auto blockID = glGetUniformBlockIndex(programID, name.c_str());
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if (blockID != GL_INVALID_INDEX)
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glUniformBlockBinding(programID, blockID, location);
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else
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BLT_WARN("Unable to find uniform buffer '%s'. Did you forget to declare it?", name.c_str());
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}
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shader::~shader() {
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return;
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// remove all the shaders from the program
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glDetachShader(programID, vertexShaderID);
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if (geometryShaderID)
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glDetachShader(programID, geometryShaderID);
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if (tessellationShaderID)
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glDetachShader(programID, tessellationShaderID);
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glDetachShader(programID, fragmentShaderID);
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// delete the shaders
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glDeleteShader(vertexShaderID);
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if (geometryShaderID)
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glDeleteShader(geometryShaderID);
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if (tessellationShaderID)
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glDeleteShader(tessellationShaderID);
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glDeleteShader(fragmentShaderID);
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// delete the Shader program
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glDeleteProgram(programID);
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}
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void shader::updateProjectionMatrix(const blt::mat4x4& projectionMatrix) {
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}
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void shader::updateViewMatrix(const blt::mat4x4& viewMatrix) {
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}
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void shader::updateOrthographicMatrix(const blt::mat4x4& orthoMatrix) {
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}
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shader::shader(shader&& move) noexcept {
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// the move constructor doesn't need to construct a new shader but it does need to ensure all old variables are moved over
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programID = move.programID;
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vertexShaderID = move.vertexShaderID;
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fragmentShaderID = move.fragmentShaderID;
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geometryShaderID = move.geometryShaderID;
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tessellationShaderID = move.tessellationShaderID;
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for (const auto& pair : move.uniformVars)
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uniformVars.insert(pair);
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// by setting the program ID to -1 we tell the shader it has been moved.
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move.programID = -1;
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}
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uniform_buffer::uniform_buffer(size_t size, GLuint location)
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{
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}
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uniform_buffer::uniform_buffer(void* data, size_t size, GLuint location)
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{
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}
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uniform_buffer& uniform_buffer::resize(size_t newSize)
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{
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return *this;
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}
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uniform_buffer& uniform_buffer::upload(void* data, size_t size, size_t offset)
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{
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return *this;
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}
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uniform_buffer& uniform_buffer::bind(GLuint location)
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{
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return *this;
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}
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uniform_buffer::~uniform_buffer()
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{
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}
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}
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@ -21,7 +21,14 @@
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#define STB_PERLIN_IMPLEMENTATION
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#include <blt/gfx/stb/stb_image_write.h>
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#include <blt/gfx/stb/stb_image_resize2.h>
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#if defined(__GNUC__) || defined(__GNUG__)
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Warray-bounds"
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#include <blt/gfx/stb/stb_image_resize2.h>
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#pragma GCC diagnostic pop
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#else
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#include <blt/gfx/stb/stb_image_resize2.h>
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#endif
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#include <blt/gfx/stb/stb_image.h>
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#include <blt/gfx/stb/stb_perlin.h>
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#include <blt/gfx/texture.h>
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Reference in New Issue