textures
parent
6a5b06ac70
commit
e04f4b555d
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@ -12,7 +12,7 @@
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#ifndef __EMSCRIPTEN__
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#include <glad/gl.h>
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#else
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#include <GLES2/gl2.h>
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#include <GLES2/gl2.h>
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#include <emscripten.h>
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#define GL_GLEXT_PROTOTYPES
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#define EGL_EGLEXT_PROTOTYPES
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@ -19,168 +19,190 @@
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#ifndef BLT_TEXTURE_H
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#define BLT_TEXTURE_H
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#ifdef __EMSCRIPTEN__
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#else
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#endif
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#include <blt/gfx/gl_includes.h>
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#include <blt/gfx/stb/stb_image.h>
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#include <blt/std/logging.h>
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#include <string>
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#include <vector>
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#include <utility>
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namespace blt::gfx
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{
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class file_texture {
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class texture_file;
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class texture_data
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{
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friend texture_file;
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private:
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std::string m_Name;
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std::string m_Path;
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int width = 0, height = 0, channels = 0;
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unsigned char* m_Data = nullptr;
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unsigned char* m_data = nullptr;
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int m_width = 0, m_height = 0, m_channels = 0;
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public:
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texture_data(unsigned char* data, int width, int height, int channels):
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m_data(data), m_width(width), m_height(height), m_channels(channels)
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{}
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texture_data(int width, int height, int channels = 4): m_width(width), m_height(height), m_channels(channels)
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{
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m_data = static_cast<unsigned char*>(STBI_MALLOC(width * height * channels));
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}
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texture_data() = default;
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unsigned char* data()
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{
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return m_data;
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}
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[[nodiscard]] unsigned char* data() const
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{
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return m_data;
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}
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[[nodiscard]] int width() const
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{
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return m_width;
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}
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[[nodiscard]] int height() const
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{
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return m_height;
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}
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[[nodiscard]] int channels() const
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{
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return m_channels;
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}
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~texture_data()
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{
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STBI_FREE(m_data);
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}
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};
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class texture_file
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{
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private:
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std::string m_name;
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std::string m_path;
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mutable texture_data m_texture;
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public:
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/**
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* @param path path to the texture file
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* @param name reference name for this texture. If empty the texture will use path as its identifier
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*/
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explicit file_texture(const std::string& path, const std::string& name = ""):
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m_Name(name.empty() ? path : name), m_Path(path) {}
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explicit texture_file(const std::string& path, const std::string& name = "");
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static file_texture* load(file_texture*& texture) {
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// we want to load every texture as if it has transparency,
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// otherwise textures won't be correctly resized and loaded to the gpu
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constexpr int channel_count = 4;
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texture->m_Data = stbi_load(
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texture->m_Path.c_str(), &texture->width, &texture->height,
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&texture->channels, channel_count
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);
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texture->channels = channel_count;
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return texture;
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texture_file& resize(int target_width, int target_height);
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texture_data& texture() const
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{
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return m_texture;
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}
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static file_texture* resize(
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file_texture* texture, int target_width, int target_height
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) {
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if (target_width == texture->width && target_height == texture->height)
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return texture;
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// since we will be replacing the loaded data pointer, is it wise to use the allocator
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// that matches with what stb image uses, which is malloc, since we unload with stbi_image_free -> (free)
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auto* output_Data = (unsigned char*) malloc(
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target_width * target_height * texture->channels
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);
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// resize the texture
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if (stbir_resize_uint8(
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// input
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texture->m_Data, texture->width, texture->height, 0,
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// output
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output_Data, target_width, target_height, 0,
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// channels
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texture->channels
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)) {
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BLT_WARN("Error resizing block texture image!");
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[[nodiscard]] int channels() const
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{
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return m_texture.m_channels;
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}
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// free up the old data
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stbi_image_free(texture->m_Data);
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texture->m_Data = output_Data;
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texture->width = target_width;
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texture->height = target_height;
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return texture;
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[[nodiscard]] int width() const
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{
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return m_texture.m_width;
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}
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unsigned char* data() {
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return m_Data;
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[[nodiscard]] int height() const
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{
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return m_texture.m_height;
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}
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[[nodiscard]] int getChannels() const {
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return channels;
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}
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[[nodiscard]] int getWidth() const {
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return width;
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}
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[[nodiscard]] int getHeight() const {
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return height;
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}
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[[nodiscard]] const std::string& getName() {
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return m_Name;
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}
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~file_texture() {
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stbi_image_free(m_Data);
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[[nodiscard]] const std::string& getName() const
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{
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return m_name;
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}
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};
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struct gl_texture {
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struct texture_gl
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{
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protected:
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unsigned int textureID = 0;
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GLint textureBindType;
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GLint textureColorMode;
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int m_width, m_height;
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gl_texture(
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texture_gl(
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int width, int height, GLint bind_type = GL_TEXTURE_2D,
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GLint color_mode = GL_RGBA
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):
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textureBindType(bind_type), textureColorMode(color_mode), m_width(width),
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m_height(height) {
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m_height(height)
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{
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glGenTextures(1, &textureID);
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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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glBindTexture(textureBindType, textureID);
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}
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inline void unbind() const {
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inline void unbind() const
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{
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glBindTexture(textureBindType, 0);
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}
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void setDefaults() const {
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void setDefaults() const
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{
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bind();
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glTexParameteri(textureBindType, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(textureBindType, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// nearest preserves the pixely look
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glTexParameteri(textureBindType, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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glTexParameteri(textureBindType, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
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// Anisotropy helps preserve textures at oblique angles
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float a = 0;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &a);
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glTexParameterf(textureBindType, GL_TEXTURE_MAX_ANISOTROPY_EXT, a);
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#endif
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unbind();
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}
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inline void generateMipmaps() const {
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inline void generateMipmaps() const
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{
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// it's a little inefficient binding and unbinding for these small calls, they really should be done in the constructor or data upload
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bind();
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glGenerateMipmap(textureBindType);
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unbind();
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}
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[[nodiscard]] inline unsigned int getTextureID() const {
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[[nodiscard]] inline unsigned int getTextureID() const
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{
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return textureID;
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}
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virtual ~gl_texture() {
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virtual ~texture_gl()
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{
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glDeleteTextures(1, &textureID);
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}
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};
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struct gl_texture2D : public gl_texture {
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struct texture_gl2D : public texture_gl
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{
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public:
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gl_texture2D(int width, int height, GLint colorMode = GL_RGBA):
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gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
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texture_gl2D(int width, int height, GLint colorMode = GL_RGBA):
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texture_gl(width, height, GL_TEXTURE_2D, colorMode)
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{
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bind();
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// TODO:
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const int MIPMAP_LEVELS = 4;
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glTexStorage2D(
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textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode,
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textureBindType, MIPMAP_LEVELS, colorMode,
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width, height
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);
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}
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void upload(
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void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0,
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int y_offset = 0, int sub_width = -1,
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int sub_height = -1
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) const {
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void upload(void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
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int sub_height = -1) const
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{
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if (sub_width < 0)
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sub_width = m_width;
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if (sub_height < 0)
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unbind();
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}
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void upload(file_texture* texture) const {
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upload(texture->data(), texture->getChannels() == 4 ? GL_RGBA : GL_RGB);
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void upload(const texture_file& tex_file) const
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{
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upload(tex_file.texture().data(), tex_file.channels() == 4 ? GL_RGBA : GL_RGB, 0, 0, 0, tex_file.width(), tex_file.height());
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}
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/**
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* Resizes the internal memory for the texture but does NOT resize the texture image stored
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*/
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inline void resize(int width, int height) {
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inline void resize(int width, int height)
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{
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m_width = width;
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m_height = height;
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bind();
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}
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};
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struct gl_texture2D_array : public gl_texture {
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struct gl_texture2D_array : public texture_gl
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{
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protected:
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int m_layers;
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public:
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gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA8):
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gl_texture(width, height, GL_TEXTURE_2D_ARRAY, colorMode), m_layers(layers) {
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texture_gl(width, height, GL_TEXTURE_2D_ARRAY, colorMode), m_layers(layers)
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{
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bind();
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// 6+ mipmaps is about where I stop noticing any difference (size is 4x4 pixels, so that makes sense)
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glTexStorage3D(textureBindType, 6, colorMode, width, height, layers);
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BLT_DEBUG("Creating 2D Texture Array with ID: %d", textureID);
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}
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void upload(
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void* data, int index, GLint dataColorMode = GL_RGBA, int level = 0,
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int x_offset = 0, int y_offset = 0, int sub_width = -1,
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int sub_height = -1
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) const {
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void upload(void* data, int index, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
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int sub_height = -1) const
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{
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if (sub_width < 0)
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sub_width = m_width;
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if (sub_height < 0)
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@ -239,7 +263,8 @@ namespace blt::gfx
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}
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};
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class gl_buffer_texture : public gl_texture2D {
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class gl_buffer_texture : public texture_gl2D
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{
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private:
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public:
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@ -247,7 +272,8 @@ namespace blt::gfx
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gl_buffer_texture(
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int width, int height, GLint format = GL_RGB32F,
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GLint colorAttachment = GL_COLOR_ATTACHMENT0
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): gl_texture2D(width, height, format) {
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): texture_gl2D(width, height, format)
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{
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bind();
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// no mipmaping and no interpolation to position textures!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -15,3 +15,54 @@
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_RESIZE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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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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#include <blt/gfx/stb/stb_perlin.h>
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#include <blt/gfx/texture.h>
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blt::gfx::texture_file::texture_file(const std::string& path, const std::string& name): m_name(name.empty() ? path : name), m_path(path)
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{
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m_texture.m_data = stbi_load(
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m_path.c_str(),
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reinterpret_cast<int*>(&m_texture.m_width), reinterpret_cast<int*>(&m_texture.m_height),
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reinterpret_cast<int*>(&m_texture.m_channels),
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0
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);
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}
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blt::gfx::texture_file& blt::gfx::texture_file::resize(int target_width, int target_height)
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{
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if (target_width == m_texture.width() && target_height == m_texture.height())
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return *this;
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// since we will be replacing the loaded data pointer, is it wise to use the allocator
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// that matches with what stb image uses, which is malloc, since we unload with stbi_image_free -> (free)
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auto* output_Data = (unsigned char*) malloc(
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target_width * target_height * m_texture.channels()
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);
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// resize the texture
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if (stbir_resize_uint8_linear(
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// input
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m_texture.m_data, m_texture.width(), m_texture.height(), 0,
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// output
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output_Data, target_width, target_height, 0,
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// channels
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static_cast<stbir_pixel_layout>(m_texture.channels())
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))
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{
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BLT_WARN("Error resizing block texture image!");
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}
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// free up the old data
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stbi_image_free(m_texture.m_data);
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m_texture.m_data = output_Data;
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m_texture.m_width = target_width;
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m_texture.m_height = target_height;
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return *this;
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}
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