initial import, >900commits predate this

This commit is contained in:
2020-09-29 13:47:50 +02:00
commit e74154ccee
352 changed files with 108120 additions and 0 deletions

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//
// Created by FlaXxy on 21.05.2018.
//
#include "./buffer.hpp"
namespace MM::OpenGL {
Buffer::Buffer(const void* data, std::size_t size, GLenum usage) : _size(size) {
glGenBuffers(1, &_handle);
glBindBuffer(GL_ARRAY_BUFFER, _handle);
glBufferData(GL_ARRAY_BUFFER, size, data, usage);
}
Buffer::~Buffer(void) {
glDeleteBuffers(1,&_handle);
}
void Buffer::bind(GLenum target) const {
glBindBuffer(target, _handle);
}
void Buffer::unbind(GLenum target) const {
glBindBuffer(target, 0);
}
std::size_t Buffer::getSize(void) const {
return _size;
}
} // MM::OpenGL

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//
// Created by FlaXxy on 21.05.2018.
//
#pragma once
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
#include <cstdint>
#include <cstddef> // size_t
namespace MM::OpenGL {
/**
* A fixed size buffer
*/
class Buffer {
private:
GLuint _handle = 0;
std::size_t _size = 0;
public:
Buffer(const void* data, std::size_t size, GLenum usage);
~Buffer(void);
void bind(GLenum target) const;
void unbind(GLenum target) const;
std::size_t getSize(void) const;
};
} // MM::OpenGL

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#pragma once
#include "../texture.hpp"
namespace MM::Components::OpenGL {
struct Texture {
MM::OpenGL::Texture::handle tex;
};
} // MM::Components::OpenGL

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#include "./fbo_builder.hpp"
namespace MM::OpenGL {
FBOBuilder::FBOBuilder(void) {
}
FBOBuilder::~FBOBuilder(void) {
}
FBOBuilder FBOBuilder::start(void) {
FBOBuilder fbob{};
fbob._fbo.reset(new FrameBufferObject());
fbob._fbo->bind(fbob._currTarget);
return fbob;
}
std::shared_ptr<FrameBufferObject> FBOBuilder::finish(void) {
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
return _fbo;
}
return nullptr;
}
FBOBuilder& FBOBuilder::setTarget(FrameBufferObject::Target target) {
_currTarget = target;
_fbo->bind(target);
return *this;
}
FBOBuilder& FBOBuilder::attachTexture(std::shared_ptr<Texture> tex, GLuint attachment_type) {
GLenum target;
switch (_currTarget) {
case FrameBufferObject::Target::RW:
target = GL_FRAMEBUFFER;
break;
case FrameBufferObject::Target::R:
target = GL_READ_FRAMEBUFFER;
break;
case FrameBufferObject::Target::W:
target = GL_DRAW_FRAMEBUFFER;
break;
}
//glFramebufferTexture2D(target, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex->getHandle(), 0);
glFramebufferTexture2D(target, attachment_type, GL_TEXTURE_2D, tex->getHandle(), 0);
_fbo->_texAttachments.push_back(tex); // keep a ref at the fbo
return *this;
}
FBOBuilder& FBOBuilder::setResize(bool enable) {
_fbo->_resize = enable;
return *this;
}
FBOBuilder& FBOBuilder::setResizeFactors(float width, float height) {
assert(width > 0.f);
assert(height > 0.f);
_fbo->_resize_factor_width = width;
_fbo->_resize_factor_height = height;
return *this;
}
} // MM::OpenGL

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#pragma once
#include <memory>
#include "./frame_buffer_object.hpp"
#include "./texture.hpp"
namespace MM::OpenGL {
class FBOBuilder {
private:
std::shared_ptr<FrameBufferObject> _fbo;
FrameBufferObject::Target _currTarget = FrameBufferObject::Target::RW;
private:
FBOBuilder(void);
public:
~FBOBuilder(void);
FBOBuilder& operator=(FBOBuilder&) = delete;
static FBOBuilder start(void);
std::shared_ptr<FrameBufferObject> finish(void);
FBOBuilder& setTarget(FrameBufferObject::Target target);
FBOBuilder& attachTexture(std::shared_ptr<Texture> tex, GLuint attachment_type = GL_COLOR_ATTACHMENT0);
FBOBuilder& setResize(bool enable = true);
FBOBuilder& setResizeFactors(float width = 1.f, float height = 1.f);
};
} // MM::OpenGL

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#include "./frame_buffer_object.hpp"
namespace MM::OpenGL {
FrameBufferObject::FrameBufferObject(void) {
glGenFramebuffers(1, &_fboID);
}
FrameBufferObject::~FrameBufferObject(void) {
glDeleteFramebuffers(1, &_fboID);
}
void FrameBufferObject::bind(Target target) const {
switch (target) {
case Target::RW:
glBindFramebuffer(GL_FRAMEBUFFER, _fboID);
break;
case Target::R:
glBindFramebuffer(GL_READ_FRAMEBUFFER, _fboID);
break;
case Target::W:
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fboID);
break;
}
}
void FrameBufferObject::clear(float r, float g, float b, float a, GLbitfield target_mask) {
bind(FrameBufferObject::RW);
glClearColor(r, g, b, a);
//glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glClear(target_mask);
}
} // MM::OpenGL

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#pragma once
#include <cstdint>
#include <vector>
#include <memory>
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
namespace MM::Services {
class OpenGLRenderer;
} // fwd
namespace MM::OpenGL {
class Texture;
class FrameBufferObject {
friend class FBOBuilder;
friend class MM::Services::OpenGLRenderer;
private:
uint32_t _fboID;
bool _resize = true;
float _resize_factor_width = 1.f;
float _resize_factor_height = 1.f;
public:
std::vector<std::shared_ptr<Texture>> _texAttachments;
private:
FrameBufferObject(void);
public:
~FrameBufferObject(void);
enum Target {
R = 1 << 0,
W = 1 << 1,
RW = R | W
};
void bind(Target target) const;
//void unbind(void) const;
void clear(float r, float g, float b, float a, GLbitfield target_mask = GL_COLOR_BUFFER_BIT);
};
} // MM::OpenGL

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//
// Created by FlaXxy on 25.08.2018.
//
#pragma once
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
#include <cstdint>
//#include <logger.hpp>
namespace MM::OpenGL {
template<typename TInstance>
class InstanceBuffer {
private:
GLuint _handle;
size_t _size;
public:
explicit InstanceBuffer(void) : _handle(0), _size(0) {
glGenBuffers(1, &_handle);
}
~InstanceBuffer(void) {
glDeleteBuffers(1, &_handle);
}
void bind(GLenum target = GL_ARRAY_BUFFER) const {
glBindBuffer(target, _handle);
}
void unbind(GLenum target = GL_ARRAY_BUFFER) const {
glBindBuffer(target, 0);
}
void resize(size_t size, GLenum usage) {
glBindBuffer(GL_ARRAY_BUFFER, _handle);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(TInstance), nullptr, usage);
_size = size;
}
size_t getSize(void) const {
return _size;
}
TInstance* map(size_t size, GLenum usage = GL_DYNAMIC_DRAW, bool shrink = false) {
if (size > _size || (shrink && (size < _size)))
resize(size, usage);
glBindBuffer(GL_ARRAY_BUFFER, _handle);
auto* res = static_cast<TInstance*>(
glMapBufferRange(
GL_ARRAY_BUFFER,
0,
size * sizeof(TInstance),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT
)
);
//auto* res = static_cast<TInstance*>(
//glMapBuffer(
//GL_ARRAY_BUFFER,
//GL_WRITE_ONLY
//)
//);
return res;
}
void unmap(void) {
glBindBuffer(GL_ARRAY_BUFFER,_handle);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
};
} // MM::OpenGL

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#include "./shader.hpp"
#include <map>
#include <mm/services/filesystem.hpp>
#include <mm/logger.hpp>
#define LOG_CRIT(...) __LOG_CRIT( "OpenGL", __VA_ARGS__)
#define LOG_ERROR(...) __LOG_ERROR("OpenGL", __VA_ARGS__)
#define LOG_WARN(...) __LOG_WARN( "OpenGL", __VA_ARGS__)
#define LOG_INFO(...) __LOG_INFO( "OpenGL", __VA_ARGS__)
#define LOG_DEBUG(...) __LOG_DEBUG("OpenGL", __VA_ARGS__)
#define LOG_TRACE(...) __LOG_TRACE("OpenGL", __VA_ARGS__)
namespace MM::OpenGL {
Shader::Shader(uint32_t rendererID) : _rendererID(rendererID) {
}
Shader::~Shader(void) {
glDeleteProgram(_rendererID);
}
void Shader::bind(void) const {
glUseProgram(_rendererID);
}
void Shader::unbind(void) const {
glUseProgram(0);
}
void Shader::setUniform1i(const std::string& name, int32_t v0) {
glUniform1i(getUniformLocation(name), v0);
}
void Shader::setUniform1ui(const std::string& name, uint32_t v0) {
glUniform1ui(getUniformLocation(name), v0);
}
void Shader::setUniform2ui(const std::string& name, uint32_t v0, uint32_t v1) {
glUniform2ui(getUniformLocation(name), v0, v1);
}
void Shader::setUniform1f(const std::string& name, float v0) {
glUniform1f(getUniformLocation(name), v0);
}
void Shader::setUniform3f(const std::string& name, float v0, float v1, float v2) {
glUniform3f(getUniformLocation(name), v0, v1, v2);
}
void Shader::setUniform3f(const std::string& name, const glm::vec3& vec) {
setUniform3f(name, vec.x, vec.y, vec.z);
}
void Shader::setUniform4f(const std::string& name, float v0, float v1, float v2, float v3) {
glUniform4f(getUniformLocation(name), v0, v1, v2, v3);
}
void Shader::setUniform4f(const std::string& name, const glm::vec4& vec) {
setUniform4f(name, vec.x, vec.y, vec.z, vec.w);
}
void Shader::setUniformMat4f(const std::string& name, const glm::mat4& matrix) {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, &matrix[0][0]);
}
void Shader::setUniform2f(const std::string& name, float v0, float v1) {
glUniform2f(getUniformLocation(name), v0, v1);
}
void Shader::setUniform2f(const std::string& name, const glm::vec2& vec) {
glUniform2f(getUniformLocation(name), vec.x, vec.y);
}
void Shader::setUniformMat3f(const std::string& name, const glm::mat3& matrix) {
glUniformMatrix3fv(getUniformLocation(name), 1, GL_FALSE, &matrix[0][0]);
}
std::string Shader::parse(Engine& engine, const std::string& filePath) {
auto& fs = engine.getService<MM::Services::FilesystemService>();
auto handle = fs.open(filePath.c_str());
if (!handle) {
// TODO: log error
return "";
}
std::string file;
fs.readString(handle, file);
fs.close(handle);
return file;
}
uint32_t Shader::compile(uint32_t type, const std::string& source) {
uint32_t id = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(id, 1, &src, nullptr);
glCompileShader(id);
int32_t res;
glGetShaderiv(id, GL_COMPILE_STATUS, &res);
if (res == GL_FALSE) {
int length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
char* msg = (char*) alloca(length * sizeof(char));
glGetShaderInfoLog(id, length, &length, msg);
LOG_ERROR("failed to compile {} Shader: {}", type == GL_VERTEX_SHADER ? "vertex" : "fragment", msg);
return 0;
}
return id;
}
std::shared_ptr<Shader> Shader::createF(Engine& engine, const char* vertexShaderPath, const char* fragmentShaderPath) {
std::string vs = parse(engine, vertexShaderPath);
std::string fs = parse(engine, fragmentShaderPath);
return create(vs, fs);
}
std::shared_ptr<Shader> Shader::create(const std::string& vertexShader, const std::string& fragmentShader) {
uint32_t vs = compile(GL_VERTEX_SHADER, vertexShader);
if (vs == 0) {
return nullptr;
}
uint32_t fs = compile(GL_FRAGMENT_SHADER, fragmentShader);
if (fs == 0) {
glDeleteShader(vs);
return nullptr;
}
uint32_t program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if (isLinked == GL_FALSE) {
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
LOG_ERROR("Linking Shader Programs: {}", &infoLog[0]);
// The program is useless now. So delete it.
glDeleteProgram(program);
return nullptr;
}
glValidateProgram(program);
GLint isValid = 0;
glGetProgramiv(program, GL_VALIDATE_STATUS, &isValid);
if (isValid == GL_FALSE) {
GLint maxLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
// The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);
LOG_ERROR("Validating Shader Programs: {}", &infoLog[0]);
// The program is useless now. So delete it.
glDeleteProgram(program);
return nullptr;
}
//todo: make some check if linking and validating actually worked
return std::shared_ptr<Shader>(new Shader(program));
}
int32_t Shader::getUniformLocation(const std::string& name) {
if (_uniformLocationCache.find(name) != _uniformLocationCache.end()) {
return _uniformLocationCache[name];
}
int32_t location = glGetUniformLocation(_rendererID, name.c_str());
if (location == -1) {
LOG_WARN("uniform '{}' doesn't exist! (hint: the compiler removes unused variables)", name);
}
_uniformLocationCache[name] = location;
return location;
}
int32_t Shader::getAttribLocation(const std::string& name) {
int32_t location = glGetAttribLocation(_rendererID, name.c_str());
if (location == -1) {
LOG_WARN("attrib '{}' doesn't exist! (hint: the compiler removes unused variables)", name);
}
return location;
}
} // MM::OpenGL

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#pragma once
#include <iosfwd>
//#include <cstdint>
#include <string>
#include <unordered_map>
#include <memory>
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
#include <glm/fwd.hpp>
#include <glm/mat3x3.hpp>
// fwd
namespace MM {
class Engine;
}
namespace MM::OpenGL {
class Shader {
private:
uint32_t _rendererID;
std::unordered_map<std::string, int32_t> _uniformLocationCache;
public:
~Shader(void);
void bind(void) const;
void unbind(void) const;
// set uniforms
void setUniform1i(const std::string& name, int32_t v0);
void setUniform1ui(const std::string& name, uint32_t v0);
void setUniform2ui(const std::string& name, uint32_t v0, uint32_t v1);
void setUniform1f(const std::string& name, float v0);
void setUniform2f(const std::string& name, float v0, float v1);
void setUniform2f(const std::string& name, const glm::vec2& vec);
void setUniform3f(const std::string& name, float v0, float v1, float v2);
void setUniform3f(const std::string& name, const glm::vec3& vec);
void setUniform4f(const std::string& name, float v0, float v1, float v2, float v3);
void setUniform4f(const std::string& name, const glm::vec4& vec);
void setUniformMat4f(const std::string& name, const glm::mat4& matrix);
void setUniformMat3f(const std::string& name, const glm::mat3& matrix);
static std::shared_ptr<Shader> createF(Engine& engine, const char* vertexShaderPath, const char* fragmentShaderPath);
static std::shared_ptr<Shader> create(const std::string& vertexShader, const std::string& fragmentShader);
private:
explicit Shader(uint32_t rendererID);
static std::string parse(Engine& engine, const std::string& filePath);
static uint32_t compile(uint32_t type, const std::string& source);
public:
int32_t getUniformLocation(const std::string& name);
int32_t getAttribLocation(const std::string& name);
};
} // MM::OpenGL

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#pragma once
#include "./texture.hpp"
namespace MM::OpenGL {
// a SpriteSheet is a texture divided evenly into a Grid
struct SpriteSheet {
MM::OpenGL::Texture::handle tex = nullptr;
struct {
uint32_t x = 1;
uint32_t y = 1;
} tile_count;
};
} // MM::OpenGL

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#include "./texture.hpp"
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
namespace MM::OpenGL {
uint32_t Texture::getHandle(void) const {
return _handle;
}
Texture::Texture(
uint32_t handle,
int32_t width, int32_t height,
int32_t internalFormat, int32_t format, int32_t type
) : _handle(handle), width(width), height(height),
_internalFormat(internalFormat), _format(format), _type(type) {}
Texture::~Texture(void) {
glDeleteTextures(1, &_handle);
}
void Texture::unbind(void) const {
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::bind(uint32_t slot) const {
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, _handle);
}
void Texture::resize(int32_t new_width, int32_t new_height) {
// if (glTexImage2D == true)
glBindTexture(GL_TEXTURE_2D, _handle);
glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, new_width, new_height, 0, _format, _type, NULL);
// HACK: super dirty
*(const_cast<int32_t*>(&width)) = new_width;
*(const_cast<int32_t*>(&height)) = new_height;
}
Texture::handle Texture::createEmpty(int32_t internalFormat, int32_t width, int32_t height, int32_t format, int32_t type) {
uint32_t id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return handle(new Texture(id, width, height, internalFormat, format, type));
}
} // MM::OpenGL

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#pragma once
#include <mm/resource_manager.hpp>
namespace MM::OpenGL {
struct TextureLoaderFile;
struct TextureLoaderConstBuffer;
class Texture {
private:
uint32_t const _handle;
private:
friend struct TextureLoaderFile;
friend struct TextureLoaderConstBuffer;
Texture(
uint32_t handle,
int32_t width, int32_t height,
int32_t internalFormat, int32_t format, int32_t type
);
public:
using handle = std::shared_ptr<Texture>;
int32_t const width;
int32_t const height;
//int32_t const bpp; // bits per pixel
private:
int32_t const _internalFormat;
int32_t const _format;
int32_t const _type;
public:
~Texture();
uint32_t getHandle(void) const;
void bind(uint32_t slot) const;
void unbind(void) const;
void resize(int32_t new_width, int32_t new_height);
static handle createEmpty(int32_t internalFormat, int32_t width, int32_t height, int32_t format, int32_t type);
};
} // MM::OpenGL

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#include "./texture_loader.hpp"
#include <stb/stb_image.h>
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
#include <mm/services/filesystem.hpp>
#include <mm/engine.hpp>
#include <mm/logger.hpp>
#define LOG_CRIT(...) __LOG_CRIT( "OpenGL", __VA_ARGS__)
#define LOG_ERROR(...) __LOG_ERROR("OpenGL", __VA_ARGS__)
#define LOG_WARN(...) __LOG_WARN( "OpenGL", __VA_ARGS__)
#define LOG_INFO(...) __LOG_INFO( "OpenGL", __VA_ARGS__)
#define LOG_DEBUG(...) __LOG_DEBUG("OpenGL", __VA_ARGS__)
#define LOG_TRACE(...) __LOG_TRACE("OpenGL", __VA_ARGS__)
namespace MM::OpenGL {
std::shared_ptr<Texture> TextureLoaderFile::load(Engine& engine, const std::string& path) const {
stbi_set_flip_vertically_on_load(1);
int width, height, bpp;
uint32_t handle;
//auto buffer = stbi_load(path.c_str(), &width, &height, &bpp, 4);
auto* fs = engine.tryService<MM::Services::FilesystemService>();
struct cb_data_t {
MM::Services::FilesystemService* fs;
MM::Services::FilesystemService::fs_file_t file;
};
stbi_io_callbacks io_cb {
[](void* user, char* data, int size) -> int {
cb_data_t* fs_d = (cb_data_t*)user;
return (int)fs_d->fs->read(fs_d->file, data, size);
},
[](void* user, int n) -> void {
cb_data_t* fs_d = (cb_data_t*)user;
fs_d->fs->seek(fs_d->file, fs_d->fs->tell(fs_d->file) + n);
},
[](void* user) -> int {
cb_data_t* fs_d = (cb_data_t*)user;
return (int)fs_d->fs->eof(fs_d->file);
}
};
auto file = fs->open(path.c_str());
if (!file) {
LOG_ERROR("opening texture '{}'", path);
return nullptr;
}
//auto* buffer = stbi_load_from_callbacks(&io_cb, file, &width, &height, &bpp, 4);
cb_data_t data {fs, file};
auto* buffer = stbi_load_from_callbacks(&io_cb, &data, &width, &height, &bpp, 4);
fs->close(file);
if (buffer == nullptr) {
LOG_ERROR("stbi error opening texture '{}'", path);
return nullptr;
}
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(buffer);
return std::shared_ptr<Texture>(new Texture(handle, width, height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE));
}
std::shared_ptr<Texture> TextureLoaderConstBuffer::load(const uint8_t* data, size_t size) const {
stbi_set_flip_vertically_on_load(1);
int width, height, bpp;
uint32_t handle;
auto* buffer = stbi_load_from_memory(data, size, &width, &height, &bpp, 4);
if (buffer == nullptr) {
LOG_ERROR("stbi error opening memory texture");
return nullptr;
}
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(buffer);
return std::shared_ptr<Texture>(new Texture(handle, width, height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE));
}
} // MM::OpenGL

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#pragma once
#include "./texture.hpp"
#include <utility>
// fwd
namespace MM {
class Engine;
}
namespace MM::OpenGL {
struct TextureLoaderFile final {
std::shared_ptr<Texture> load(Engine& engine, const std::string& path) const;
};
struct TextureLoaderConstBuffer final {
std::shared_ptr<Texture> load(const uint8_t* data, size_t size) const;
};
struct TextureLoaderEmpty final {
template<typename... Args>
std::shared_ptr<Texture> load(Args&& ... args) const {
return Texture::createEmpty(std::forward<Args>(args)...);
}
};
} // MM::OpenGL

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#include "./vertex_array_object.hpp"
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
namespace MM::OpenGL {
VertexArrayObject::VertexArrayObject(void) {
glGenVertexArrays(1, &_rendererID);
}
VertexArrayObject::~VertexArrayObject(void) {
glDeleteVertexArrays(1, &_rendererID);
}
void VertexArrayObject::bind(void) const {
glBindVertexArray(_rendererID);
}
void VertexArrayObject::unbind(void) const {
glBindVertexArray(0);
}
} // MM::OpenGL

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#pragma once
#include <cstdint>
namespace MM::OpenGL {
class VertexArrayObject {
private:
uint32_t _rendererID;
public:
VertexArrayObject(void);
~VertexArrayObject(void);
void bind(void) const;
void unbind(void) const;
};
} // MM::OpenGL