dealing with webgl is getting annoying
parent
7c61323a05
commit
6fb5d48ba9
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@ -1,6 +1,6 @@
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cmake_minimum_required(VERSION 3.25)
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cmake_minimum_required(VERSION 3.25)
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set(BLT_GRAPHICS_VERSION 0.13.6)
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set(BLT_GRAPHICS_VERSION 0.13.7)
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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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set(BLT_GRAPHICS_TEST_VERSION 0.0.1)
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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project(BLT_WITH_GRAPHICS VERSION ${BLT_GRAPHICS_VERSION})
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@ -94,12 +94,19 @@ namespace blt::gfx
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pp_in_place_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to): from(from), to(to)
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pp_in_place_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to): from(from), to(to)
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{}
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{}
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void draw(frame_buffer_t& previous) override;
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void post_draw(frame_buffer_t& previous) override;
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void create() override;
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bool requests(blt::gfx::pp_request_t request) override
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bool requests(blt::gfx::pp_request_t request) override
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{
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{
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return static_cast<u64>(request) & ~(static_cast<u64>(pp_request_t::BIND_BUFFER) | static_cast<u64>(pp_request_t::CLEAR_BUFFER));
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return static_cast<u64>(request) & ~(static_cast<u64>(pp_request_t::BIND_BUFFER) | static_cast<u64>(pp_request_t::CLEAR_BUFFER));
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}
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}
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protected:
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protected:
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std::unique_ptr<shader_t> shader_pass;
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frame_buffer_t::attachment_t from;
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frame_buffer_t::attachment_t from;
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frame_buffer_t::attachment_t to;
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frame_buffer_t::attachment_t to;
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};
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};
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@ -142,65 +149,26 @@ namespace blt::gfx
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matrix_state_manager& manager;
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matrix_state_manager& manager;
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};
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};
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class pp_blur_step_base_t : public pp_step_t
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class pp_blur_step_inplace_t : public pp_in_place_t
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{
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public:
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pp_blur_step_base_t(frame_buffer_t::attachment_t from, i32 x_blur = 2, i32 y_blur = 2):
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from(from), to(from), x_blur(x_blur), y_blur(y_blur)
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{}
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pp_blur_step_base_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to, i32 x_blur = 2, i32 y_blur = 2):
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from(from), to(to), x_blur(x_blur), y_blur(y_blur)
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{}
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protected:
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frame_buffer_t::attachment_t from;
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frame_buffer_t::attachment_t to;
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i32 x_blur;
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i32 y_blur;
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};
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class pp_blur_step_t : public pp_blur_step_base_t
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{
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public:
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pp_blur_step_t(frame_buffer_t::attachment_t from, i32 x_blur = 2, i32 y_blur = 2): pp_blur_step_base_t(from, x_blur, y_blur)
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{}
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pp_blur_step_t(frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to, i32 x_blur = 2, i32 y_blur = 2):
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pp_blur_step_base_t(from, to, x_blur, y_blur)
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{}
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void create() override;
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void draw(frame_buffer_t& previous);
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};
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class pp_blur_step_inplace_t : public pp_blur_step_base_t
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{
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{
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public:
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public:
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pp_blur_step_inplace_t(matrix_state_manager& manager, frame_buffer_t::attachment_t from, i32 x_blur = 2, i32 y_blur = 2):
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pp_blur_step_inplace_t(matrix_state_manager& manager, frame_buffer_t::attachment_t from, i32 x_blur = 2, i32 y_blur = 2):
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pp_blur_step_base_t(from, x_blur, y_blur), manager(manager)
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pp_in_place_t(from), manager(manager), x_blur(x_blur), y_blur(y_blur)
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{}
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{}
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pp_blur_step_inplace_t(matrix_state_manager& manager, frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to, i32 x_blur = 2,
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pp_blur_step_inplace_t(matrix_state_manager& manager, frame_buffer_t::attachment_t from, frame_buffer_t::attachment_t to, i32 x_blur = 2,
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i32 y_blur = 2):
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i32 y_blur = 2):
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pp_blur_step_base_t(from, to, x_blur, y_blur), manager(manager)
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pp_in_place_t(from, to), manager(manager), x_blur(x_blur), y_blur(y_blur)
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{}
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{}
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void create() override;
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void create() override;
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void draw(frame_buffer_t& previous);
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void draw(frame_buffer_t& previous);
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void post_draw(frame_buffer_t& previous) override;
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bool requests(blt::gfx::pp_request_t request) override
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{
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return static_cast<u64>(request) & ~(static_cast<u64>(pp_request_t::BIND_BUFFER) | static_cast<u64>(pp_request_t::CLEAR_BUFFER));
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}
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private:
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private:
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std::unique_ptr<shader_t> shader_pass;
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matrix_state_manager& manager;
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matrix_state_manager& manager;
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i32 x_blur;
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i32 y_blur;
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};
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};
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class pp_expansion_step_inplace_t : public pp_in_place_t
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class pp_expansion_step_inplace_t : public pp_in_place_t
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@ -154,6 +154,8 @@ namespace blt::gfx
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{
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{
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if (width == width_ && height == height_)
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if (width == width_ && height == height_)
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return;
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return;
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if (fboID == 0)
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return;
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width_ = width;
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width_ = width;
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height_ = height;
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height_ = height;
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@ -208,7 +210,7 @@ namespace blt::gfx
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//glReadBuffer(GL_COLOR_ATTACHMENT0);
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//glReadBuffer(GL_COLOR_ATTACHMENT0);
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//glDrawBuffer(GL_COLOR_ATTACHMENT0);
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//glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(static_cast<GLenum>(attachment_t::COLOR0));
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glReadBuffer(static_cast<GLenum>(attachment_t::COLOR0));
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GLenum buffers[] {static_cast<GLenum>(attachment_t::COLOR0)};
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GLenum buffers[] {GL_BACK};
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glDrawBuffers(1, buffers);
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glDrawBuffers(1, buffers);
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glBlitFramebuffer(0, 0, width_, height_, 0, 0, width, height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, width_, height_, 0, 0, width, height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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}
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}
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@ -137,6 +137,41 @@ namespace blt::gfx
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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}
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void pp_in_place_t::create()
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{
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shader_pass = pp_engine_t::createShader(shader_pp_screen_frag);
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draw_buffer = frame_buffer_t::make_render_texture(getWindowWidth(), getWindowHeight());
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}
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void pp_in_place_t::post_draw(frame_buffer_t& previous)
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{
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//draw_buffer.blitTexture(previous, 0, 0, 0, 0, GL_NEAREST, from, to);
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previous.bind();
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GLenum buf[32];
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auto buff_val = static_cast<GLenum>(to);
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auto size = buff_val - GL_COLOR_ATTACHMENT0;
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for (GLenum i = 0; i < size; i++)
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buf[i] = GL_NONE;
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buf[size] = buff_val;
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glDrawBuffers(static_cast<int>(size) + 1, buf);
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glClear(GL_COLOR_BUFFER_BIT);
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shader_pass->bind();
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glActiveTexture(GL_TEXTURE0);
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draw_buffer.getTexture(frame_buffer_t::attachment_t::COLOR0).bind();
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pp_engine_t::render_quad();
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}
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void pp_in_place_t::draw(frame_buffer_t& previous)
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{
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draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
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glActiveTexture(GL_TEXTURE0);
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previous.getTexture(from).bind();
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draw_buffer.bind();
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GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
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glDrawBuffers(1, buf);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void pp_to_screen_step_t::create()
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void pp_to_screen_step_t::create()
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{
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{
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shader = pp_engine_t::createShader(shader_pp_screen_frag);
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shader = pp_engine_t::createShader(shader_pp_screen_frag);
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{
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{
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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previous.getTexture(frame_buffer_t::attachment_t::COLOR0).bind();
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previous.getTexture(frame_buffer_t::attachment_t::COLOR0).bind();
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GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
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GLenum buf[]{GL_BACK};
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glDrawBuffers(1, buf);
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glDrawBuffers(1, buf);
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}
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}
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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previous.getTexture(frame_buffer_t::attachment_t::COLOR1).bind();
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previous.getTexture(frame_buffer_t::attachment_t::COLOR1).bind();
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shader->bind();
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shader->bind();
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auto v = vec2(getWindowWidth(), getWindowHeight()) * (1.0 / blt::make_vec2(manager.getScale2D()));
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//auto v = vec2(getWindowWidth(), getWindowHeight()) * (1.0 / blt::make_vec2(manager.getScale2D()));
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//BLT_TRACE_STREAM << v << '\n';
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//BLT_TRACE_STREAM << v << '\n';
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//shader->setVec2("viewportSize", static_cast<f32>(v.x()), static_cast<f32>(v.y()));
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//shader->setVec2("viewportSize", static_cast<f32>(v.x()), static_cast<f32>(v.y()));
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GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
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GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
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glDrawBuffers(1, buf);
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glDrawBuffers(1, buf);
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}
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}
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void pp_blur_step_t::create()
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{
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draw_buffer = frame_buffer_t::make_render_texture(getWindowWidth(), getWindowHeight());
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shader = pp_engine_t::createShader(shader_gaussian_blur_frag);
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}
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void pp_blur_step_t::draw(frame_buffer_t& previous)
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{
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draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
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shader->bind();
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shader->setVec4i("size", {getWindowWidth(), getWindowHeight(), x_blur, y_blur});
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glActiveTexture(GL_TEXTURE0);
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previous.getTexture(from).bind();
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GLenum buf[]{static_cast<GLenum>(to)};
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glDrawBuffers(1, buf);
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}
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void pp_blur_step_inplace_t::create()
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void pp_blur_step_inplace_t::create()
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{
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{
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draw_buffer = frame_buffer_t::make_render_texture(getWindowWidth(), getWindowHeight());
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pp_in_place_t::create();
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shader = pp_engine_t::createShader(shader_gaussian_blur_frag);
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shader = pp_engine_t::createShader(shader_gaussian_blur_frag);
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shader_pass = pp_engine_t::createShader(shader_pp_screen_frag);
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}
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}
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void pp_blur_step_inplace_t::draw(frame_buffer_t& previous)
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void pp_blur_step_inplace_t::draw(frame_buffer_t& previous)
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{
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{
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draw_buffer.updateBuffersStorage(getWindowWidth(), getWindowHeight());
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pp_in_place_t::draw(previous);
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shader->bind();
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shader->bind();
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//auto v = vec2(getWindowWidth(), getWindowHeight()) * (1.0 / blt::make_vec2(manager.getScale2D()));
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//auto v = vec2(getWindowWidth(), getWindowHeight()) * (1.0 / blt::make_vec2(manager.getScale2D()));
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auto v = vec2(getWindowWidth(), getWindowHeight());
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auto v = vec2(getWindowWidth(), getWindowHeight());
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shader->setVec4i("size", {static_cast<i32>(v.x()), static_cast<i32>(v.y()), x_blur, y_blur});
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shader->setVec4i("size", {static_cast<i32>(v.x()), static_cast<i32>(v.y()), x_blur, y_blur});
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glActiveTexture(GL_TEXTURE0);
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previous.getTexture(from).bind();
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//GLenum buf[]{static_cast<GLenum>(to)};
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GLenum buf[]{static_cast<GLenum>(frame_buffer_t::attachment_t::COLOR0)};
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glDrawBuffers(1, buf);
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draw_buffer.bind();
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void pp_blur_step_inplace_t::post_draw(frame_buffer_t& previous)
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{
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//draw_buffer.blitTexture(previous, 0, 0, 0, 0, GL_NEAREST, from, to);
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previous.bind();
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GLenum buf[]{static_cast<GLenum>(to)};
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glDrawBuffers(1, buf);
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glClear(GL_COLOR_BUFFER_BIT);
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shader_pass->bind();
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glActiveTexture(GL_TEXTURE0);
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draw_buffer.getTexture(frame_buffer_t::attachment_t::COLOR0).bind();
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pp_engine_t::render_quad();
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}
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}
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void pp_expansion_step_inplace_t::create()
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void pp_expansion_step_inplace_t::create()
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{
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{
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pp_in_place_t::create();
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shader = pp_engine_t::createShader(shader_multiplier_frag);
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shader = pp_engine_t::createShader(shader_multiplier_frag);
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}
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}
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void pp_expansion_step_inplace_t::draw(frame_buffer_t& previous)
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void pp_expansion_step_inplace_t::draw(frame_buffer_t& previous)
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{
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{
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pp_in_place_t::draw(previous);
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shader->bind();
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shader->bind();
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shader->setVec4("multiplier", multiplier);
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shader->setVec4("multiplier", multiplier);
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glActiveTexture(GL_TEXTURE0);
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previous.getTexture(from).bind();
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GLenum buf[]{static_cast<u32>(to)};
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glDrawBuffers(1, buf);
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}
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}
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}
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}
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