Working on texture loading
TODO: add mutex and combine loaded texture files -resizing is handled by the thread, hopefully this isn't an issue load the loaded textures into the palettemain
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|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
Start testing: Feb 15 10:00 EST
|
||||
Start testing: Mar 01 00:48 EST
|
||||
----------------------------------------------------------
|
||||
End testing: Feb 15 10:00 EST
|
||||
End testing: Mar 01 00:48 EST
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
#include <render/window.h>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <blt/std/math.h>
|
||||
#include <blt/math/math.h>
|
||||
#include <blt/std/string.h>
|
||||
#include <string>
|
||||
|
||||
|
|
|
@ -31,8 +31,8 @@ namespace fp::texture {
|
|||
*/
|
||||
explicit file_texture(const std::string& path, const std::string& name = ""): m_Name(name.empty() ? path : name), m_Path(path) {}
|
||||
|
||||
static file_texture* load(file_texture* texture) {
|
||||
stbi_load(texture->m_Path.c_str(), &texture->width, &texture->height, &texture->channels, 4);
|
||||
static file_texture* load(file_texture*& texture) {
|
||||
texture->m_Data = stbi_load(texture->m_Path.c_str(), &texture->width, &texture->height, &texture->channels, 0);
|
||||
return texture;
|
||||
}
|
||||
|
||||
|
@ -51,12 +51,26 @@ namespace fp::texture {
|
|||
texture->m_Data = output_Data;
|
||||
texture->width = target_width;
|
||||
texture->height = target_height;
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
unsigned char* data() {
|
||||
return m_Data;
|
||||
}
|
||||
|
||||
[[nodiscard]] int getChannels() const {
|
||||
return channels;
|
||||
}
|
||||
|
||||
[[nodiscard]] int getWidth() const {
|
||||
return width;
|
||||
}
|
||||
|
||||
[[nodiscard]] int getHeight() const {
|
||||
return height;
|
||||
}
|
||||
|
||||
[[nodiscard]] const std::string& getName() {
|
||||
return m_Name;
|
||||
}
|
||||
|
@ -77,6 +91,7 @@ namespace fp::texture {
|
|||
m_width(width), m_height(height), textureBindType(bind_type), textureColorMode(color_mode) {
|
||||
glGenTextures(1, &textureID);
|
||||
}
|
||||
|
||||
public:
|
||||
void bind() const {
|
||||
glBindTexture(textureBindType, textureID);
|
||||
|
@ -119,12 +134,21 @@ namespace fp::texture {
|
|||
glTexStorage2D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height);
|
||||
}
|
||||
|
||||
void upload(void* data, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1, int sub_height = -1) const {
|
||||
void upload(
|
||||
void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
|
||||
int sub_height = -1
|
||||
) const {
|
||||
if (sub_width < 0)
|
||||
sub_width = m_width;
|
||||
if (sub_height < 0)
|
||||
sub_height = m_height;
|
||||
glTexSubImage2D(textureBindType, level, x_offset, y_offset, sub_width, sub_height, textureColorMode, GL_UNSIGNED_BYTE, data);
|
||||
bind();
|
||||
glTexSubImage2D(textureBindType, level, x_offset, y_offset, sub_width, sub_height, dataColorMode, GL_UNSIGNED_BYTE, data);
|
||||
unbind();
|
||||
}
|
||||
|
||||
void upload(file_texture* texture) const {
|
||||
upload(texture->data(), texture->getChannels() == 4 ? GL_RGBA : GL_RGB);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -137,24 +161,31 @@ namespace fp::texture {
|
|||
bind();
|
||||
glTexStorage3D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height, layers);
|
||||
}
|
||||
|
||||
void upload(void* data, int index, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1, int sub_height = -1) const {
|
||||
|
||||
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,
|
||||
int sub_height = -1
|
||||
) const {
|
||||
if (sub_width < 0)
|
||||
sub_width = m_width;
|
||||
if (sub_height < 0)
|
||||
sub_height = m_height;
|
||||
glTexSubImage3D(textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1, textureColorMode, GL_UNSIGNED_BYTE, data);
|
||||
bind();
|
||||
glTexSubImage3D(textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1, dataColorMode, GL_UNSIGNED_BYTE, data);
|
||||
unbind();
|
||||
}
|
||||
};
|
||||
|
||||
typedef int texture_index;
|
||||
|
||||
class palette {
|
||||
private:
|
||||
union negDInt {
|
||||
int i = -1;
|
||||
texture_index i = -1;
|
||||
};
|
||||
// as of GL3.0 this limit is 256. (4.5 extends it to 2048.)
|
||||
static constexpr int MAX_ARRAY_LAYERS = 256;
|
||||
|
||||
|
||||
gl_texture2D_array* texture_array = nullptr;
|
||||
|
||||
std::unordered_map<std::string, negDInt> textureIndices;
|
||||
|
@ -166,17 +197,14 @@ namespace fp::texture {
|
|||
void generateGLTexture() {
|
||||
delete texture_array;
|
||||
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
|
||||
texture_array = new gl_texture2D_array(texture_size, texture_size, (int)textures.size());
|
||||
texture_array = new gl_texture2D_array(texture_size, texture_size, (int) textures.size());
|
||||
for (const auto t : textures)
|
||||
texture_array->upload(t->data(), textureIndices[t->getName()].i);
|
||||
texture_array->upload(t->data(), textureIndices[t->getName()].i, t->getChannels() == 4 ? GL_RGBA : GL_RGB);
|
||||
texture_array->setDefaults();
|
||||
texture_array->generateMipmaps();
|
||||
}
|
||||
|
||||
void registerTexture(file_texture* texture) {
|
||||
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
|
||||
texture = file_texture::resize(texture, texture_size, texture_size);
|
||||
|
||||
textureIndices[texture->getName()].i = (int) textures.size();
|
||||
textures.push_back(texture);
|
||||
}
|
||||
|
@ -184,8 +212,8 @@ namespace fp::texture {
|
|||
bool hasTexture(const std::string& name) {
|
||||
return textureIndices[name].i >= 0;
|
||||
}
|
||||
|
||||
int getTexture(const std::string& name) {
|
||||
|
||||
texture_index getTexture(const std::string& name) {
|
||||
return textureIndices[name].i;
|
||||
}
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#ifndef FINALPROJECT_TEXT_H
|
||||
#define FINALPROJECT_TEXT_H
|
||||
|
||||
#include <blt/std/math.h>
|
||||
#include <blt/math/math.h>
|
||||
#include <string>
|
||||
|
||||
namespace fp::text {
|
||||
|
|
|
@ -21,7 +21,7 @@
|
|||
#define EGL_EGLEXT_PROTOTYPES
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <blt/std/math.h>
|
||||
#include <blt/math/math.h>
|
||||
|
||||
namespace fp::window {
|
||||
/**
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#ifndef FINALPROJECT_STORAGE_H
|
||||
#define FINALPROJECT_STORAGE_H
|
||||
|
||||
#include <blt/std/math.h>
|
||||
#include <blt/math/math.h>
|
||||
#include <vector>
|
||||
#include "blt/std/logging.h"
|
||||
#include <world/chunk/typedefs.h>
|
||||
|
|
|
@ -7,28 +7,52 @@
|
|||
#ifndef FINALPROJECT_REGISTRY_H
|
||||
#define FINALPROJECT_REGISTRY_H
|
||||
|
||||
#include <string>
|
||||
#include <render/textures.h>
|
||||
|
||||
namespace fp {
|
||||
typedef unsigned char block_type;
|
||||
}
|
||||
|
||||
namespace fp::registry {
|
||||
|
||||
/**
|
||||
* Bit masked enum description how the block should be treated by the renderer
|
||||
*/
|
||||
enum block_visibility {
|
||||
// has no transparency
|
||||
OPAQUE = 0,
|
||||
TRANSLUCENT = 1,
|
||||
TRANSPARENT = 2,
|
||||
// opaque but texture has alpha which should be treated as 100% transparent
|
||||
// this allows us to insert it into the opaque blocks render but requires us to include its neighbour's mesh
|
||||
TRANSPARENT_TEXTURE = 1,
|
||||
// texture is partially see-through
|
||||
TRANSLUCENT = 2,
|
||||
// block should be treated as 100% transparent everywhere
|
||||
TRANSPARENT = 4,
|
||||
};
|
||||
|
||||
struct block_properties {
|
||||
// how should we handle this block? Blocks with transparent textures can be added to OPAQUE blocks
|
||||
block_visibility visibility = OPAQUE;
|
||||
// does this block produce light?
|
||||
bool produces_light = false;
|
||||
// WebGL doesn't default to empty textures, use index 0 to store an empty texture
|
||||
std::string textureName = "Air";
|
||||
|
||||
};
|
||||
|
||||
constexpr block_type AIR = 0;
|
||||
constexpr block_type STONE = 1;
|
||||
|
||||
void registerBlock(block_type id, block_properties properties);
|
||||
void registerTexture(texture::file_texture* texture);
|
||||
|
||||
void setupThreads(int count = 8);
|
||||
void generatePalette();
|
||||
|
||||
block_properties get(block_type id);
|
||||
unsigned int getTextureID(const std::string& name);
|
||||
texture::texture_index getTextureIndex(const std::string& name);
|
||||
|
||||
|
||||
/**
|
||||
|
@ -39,5 +63,19 @@ namespace fp::registry {
|
|||
registerBlock(STONE, {});
|
||||
}
|
||||
|
||||
inline void registerDefaultTextures() {
|
||||
setupThreads();
|
||||
|
||||
registerTexture(new texture::file_texture{"assets/textures/1676004600027876.jpg", "Stone"});
|
||||
registerTexture(new texture::file_texture{"assets/textures/1668750351593692.jpg", "Dirt"});
|
||||
registerTexture(new texture::file_texture{"assets/textures/1638777414645.jpg", "Dolph"});
|
||||
registerTexture(new texture::file_texture{"assets/textures/1603423355849.jpg", "Sit"});
|
||||
registerTexture(new texture::file_texture{"assets/textures/1603422678312.jpg", "Loser"});
|
||||
registerTexture(new texture::file_texture{"assets/textures/1592244663459.png", "Frog"});
|
||||
registerTexture(new texture::file_texture{"assets/textures/1592234267606.png", "Explode"});
|
||||
|
||||
generatePalette();
|
||||
}
|
||||
|
||||
}
|
||||
#endif //FINALPROJECT_REGISTRY_H
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit d72441f1703fa44d397b960e4e9e761f07786505
|
||||
Subproject commit 61ae482e5d7dcf6a472a841645998f0e42b423bd
|
|
@ -29,6 +29,8 @@ void loop(){
|
|||
world->update();
|
||||
world->render(*chunk_shader);
|
||||
|
||||
fp::text::drawText("Hello There", 0, 0, fp::text::FONT_18, {0,0,0, 1.0});
|
||||
|
||||
fp::camera::update();
|
||||
fp::debug::render();
|
||||
fp::text::render();
|
||||
|
@ -49,6 +51,7 @@ int main() {
|
|||
fp::window::init();
|
||||
fp::text::init();
|
||||
fp::registry::registerDefaultBlocks();
|
||||
fp::registry::registerDefaultTextures();
|
||||
|
||||
chunk_shader = new fp::shader(shader_chunk_vert, shader_chunk_frag);
|
||||
world = new fp::world();
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
#include <render/camera.h>
|
||||
#include <render/gl.h>
|
||||
#include <blt/std/math.h>
|
||||
#include <blt/math/math.h>
|
||||
#include <cmath>
|
||||
#include "util/math.h"
|
||||
|
||||
|
@ -73,9 +73,9 @@ void updateViewMatrix(){
|
|||
viewMatrix.m23(float(z.w()));
|
||||
|
||||
// view matrix are inverted, dot product to simulate translate matrix multiplication
|
||||
viewMatrix.m03(-float(blt::vec<4>::dot(x, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
|
||||
viewMatrix.m13(-float(blt::vec<4>::dot(y, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
|
||||
viewMatrix.m23(-float(blt::vec<4>::dot(z, blt::vec<4>{position.x(), position.y(), position.z(), 0})));
|
||||
viewMatrix.m03(-float(blt::vec<float, 4>::dot(x, blt::vec<float, 4>{position.x(), position.y(), position.z(), 0})));
|
||||
viewMatrix.m13(-float(blt::vec<float, 4>::dot(y, blt::vec<float, 4>{position.x(), position.y(), position.z(), 0})));
|
||||
viewMatrix.m23(-float(blt::vec<float, 4>::dot(z, blt::vec<float, 4>{position.x(), position.y(), position.z(), 0})));
|
||||
viewMatrix.m33(1);
|
||||
|
||||
fp::shader::updateViewMatrix(viewMatrix);
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
#include <render/ui/debug.h>
|
||||
#include <render/ui/text.h>
|
||||
#include <render/window.h>
|
||||
#include <blt/std/math.h>
|
||||
#include <blt/math/averages.h>
|
||||
|
||||
namespace fp::debug {
|
||||
const float spacing = 5;
|
||||
|
|
|
@ -5,13 +5,65 @@
|
|||
*/
|
||||
#include <world/registry.h>
|
||||
#include <unordered_map>
|
||||
#include <utility>
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
#include <queue>
|
||||
|
||||
std::unordered_map<fp::block_type, fp::registry::block_properties> blocks;
|
||||
fp::texture::palette base_palette;
|
||||
std::queue<fp::texture::file_texture*>* texture_loader_queues;
|
||||
std::thread** texture_loader_threads;
|
||||
int thread_count = 0;
|
||||
|
||||
void fp::registry::registerBlock(fp::block_type id, fp::registry::block_properties properties) {
|
||||
blocks[id] = properties;
|
||||
blocks[id] = std::move(properties);
|
||||
}
|
||||
|
||||
fp::registry::block_properties fp::registry::get(fp::block_type id) {
|
||||
return blocks.at(id);
|
||||
}
|
||||
|
||||
void fp::registry::registerTexture(fp::texture::file_texture* texture) {
|
||||
base_palette.registerTexture(texture);
|
||||
}
|
||||
|
||||
unsigned int fp::registry::getTextureID(const std::string& name) {
|
||||
return base_palette.getTextureID();
|
||||
}
|
||||
|
||||
fp::texture::texture_index fp::registry::getTextureIndex(const std::string& name) {
|
||||
return base_palette.getTexture(name);
|
||||
}
|
||||
|
||||
void fp::registry::generatePalette() {
|
||||
for (int i = 0; i < thread_count; i++) {
|
||||
texture_loader_threads[i]->join();
|
||||
delete texture_loader_threads[i];
|
||||
}
|
||||
BLT_INFO("Finished loading all textures!");
|
||||
delete[] texture_loader_queues;
|
||||
delete[] texture_loader_threads;
|
||||
base_palette.generateGLTexture();
|
||||
BLT_INFO("Palette generated!");
|
||||
}
|
||||
|
||||
void fp::registry::setupThreads(int count) {
|
||||
BLT_DEBUG("Setting up texture loading threads (%d)", count);
|
||||
thread_count = count;
|
||||
texture_loader_queues = new std::queue<fp::texture::file_texture*>[count];
|
||||
texture_loader_threads = new std::thread*[count];
|
||||
|
||||
for (int i = 0; i < count; i++){
|
||||
texture_loader_threads[i] = new std::thread([](int thread_id) -> void {
|
||||
while (!texture_loader_queues[thread_id].empty()) {
|
||||
auto& top = texture_loader_queues[thread_id].front();
|
||||
|
||||
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
|
||||
auto t = texture::file_texture::resize(texture::file_texture::load(top), texture_size, texture_size);
|
||||
|
||||
texture_loader_queues[thread_id].pop();
|
||||
}
|
||||
}, i);
|
||||
}
|
||||
}
|
||||
|
|