Temp commit. Cloth

This commit is contained in:
korenkonder
2022-06-19 05:32:43 +03:00
parent 82da8a484d
commit 8a0f0d4aa3
165 changed files with 14548 additions and 14988 deletions
+333
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/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "render_texture.hpp"
#include "gl_state.hpp"
#include "texture.hpp"
static shader_glsl render_texture_shader;
static GLuint render_texture_vao, render_texture_vbo;
static bool render_texture_data_initialized;
static uint32_t render_texture_counter;
static int32_t render_texture_framebuffer_init(render_texture* rt, int32_t max_level);
static int32_t render_texture_framebuffer_set_texture(render_texture* rrt,
GLuint color_texture, int32_t level, GLuint depth_texture, bool stencil);
render_texture::render_texture() : color_texture(),
depth_texture(), binding(), max_level(), fbos(), rbo(), field_2C() {
}
render_texture::~render_texture() {
free_data();
}
int32_t render_texture::bind(int32_t index) {
if (index < 0 || index > max_level)
return -1;
gl_state_bind_framebuffer(fbos[index]);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
return -1;
glGetError();
return 0;
}
void render_texture::draw(bool depth) {
gl_state_active_bind_texture_2d(0, color_texture->tex);
if (depth && depth_texture->tex)
gl_state_active_bind_texture_2d(1, depth_texture->tex);
gl_state_bind_vertex_array(render_texture_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
gl_state_bind_vertex_array(0);
}
void render_texture::free_data() {
if (depth_texture) {
texture_free(depth_texture);
depth_texture = 0;
}
if (color_texture) {
texture_free(color_texture);
color_texture = 0;
}
if (rbo) {
glDeleteRenderbuffers(1, &rbo);
rbo = 0;
}
if (field_2C) {
glDeleteRenderbuffers(1, &field_2C);
field_2C = 0;
}
if (fbos[0]) {
glDeleteFramebuffers(max_level + 1, fbos);
memset(fbos, 0, sizeof(fbos));
}
max_level = 0;
}
int32_t render_texture::init(int32_t width, int32_t height,
int32_t max_level, GLenum color_format, GLenum depth_format) {
if (max_level < 0)
return -1;
max_level = min(max_level, 15);
if (max_level < 0)
return 0;
free_data();
GLuint color_texture;
if (color_format) {
this->color_texture = texture_load_tex_2d(texture_id(0x23, render_texture_counter),
color_format, width, height, max_level, 0, 0);
if (!this->color_texture)
return -1;
render_texture_counter++;
color_texture = this->color_texture->tex;
gl_state_bind_texture_2d(this->color_texture->tex);
if (color_format == GL_RGBA32F) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
gl_state_bind_texture_2d(0);
}
else {
this->color_texture = 0;
color_texture = 0;
}
GLuint depth_texture;
bool stencil;
if (depth_format) {
this->depth_texture = texture_load_tex_2d(texture_id(0x23, render_texture_counter),
depth_format, width, height, 0, 0, 0);
if (!this->depth_texture)
return -1;
render_texture_counter++;
depth_texture = this->depth_texture->tex;
stencil = depth_format == GL_DEPTH24_STENCIL8;
}
else {
this->depth_texture = 0;
depth_texture = 0;
stencil = false;
}
this->max_level = max_level;
if (render_texture_framebuffer_init(this, max_level) >= 0) {
for (int32_t i = 0; i <= max_level; i++)
if (render_texture_framebuffer_set_texture(this, color_texture, i, depth_texture, stencil) < 0)
return -1;
}
return 0;
}
int32_t render_texture::set_color_depth_textures(GLuint color_texture,
int32_t max_level, GLuint depth_texture, bool stencil) {
int32_t error = 0;
this->max_level = max_level;
if (!fbos[0])
error = render_texture_framebuffer_init(this, max_level);
render_texture_framebuffer_set_texture(this, color_texture, max_level, depth_texture, stencil);
return error;
}
void render_texture::draw_custom(shader_set_data* set) {
gl_state_bind_vertex_array(render_texture_vao);
set->draw_arrays(GL_TRIANGLE_STRIP, 0, 3);
gl_state_bind_vertex_array(0);
}
void render_texture::draw_custom_glsl() {
gl_state_bind_vertex_array(render_texture_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
gl_state_bind_vertex_array(0);
}
void render_texture::draw_params(shader_set_data* set, int32_t width, int32_t height,
float_t scale, float_t param_x, float_t param_y, float_t param_z, float_t param_w) {
float_t w = (float_t)max(width, 1);
float_t h = (float_t)max(height, 1);
set->local_vert_set(0, scale / w, scale / h, w, h);
set->local_frag_set(0, scale / w, scale / h, w, h);
set->local_vert_set(3, param_x, param_y, param_z, param_w);
set->local_frag_set(3, param_x, param_y, param_z, param_w);
gl_state_bind_vertex_array(render_texture_vao);
set->draw_arrays(GL_TRIANGLE_STRIP, 0, 3);
gl_state_bind_vertex_array(0);
}
void render_texture::shader_set(shader_set_data* set, uint32_t index) {
if (set && index)
set->set(index);
else
render_texture_shader.use();
}
void render_texture::shader_set_glsl(shader_glsl* shader) {
if (shader)
shader->use();
else
render_texture_shader.use();
}
void render_texture_data_init() {
if (!render_texture_data_initialized) {
static const char* render_texture_vert_shader =
"#version 430 core\n"
"out VertexData {\n"
" vec2 texcoord;\n"
"} result;\n"
"\n"
"void main() {\n"
" gl_Position.x = -1.0 + float(gl_VertexID / 2) * 4.0;\n"
" gl_Position.y = 1.0 - float(gl_VertexID % 2) * 4.0;\n"
" gl_Position.z = 0.0;\n"
" gl_Position.w = 1.0;\n"
" result.texcoord = gl_Position.xy * 0.5 + 0.5;\n"
"}\n";
static const char* render_texture_frag_shader =
"#version 430 core\n"
"layout(location = 0) out vec4 result;\n"
"\n"
"in VertexData {\n"
" vec2 texcoord;\n"
"} frg;\n"
"\n"
"layout(binding = 0) uniform sampler2D g_color;\n"
"\n"
"void main() {\n"
" result = texture(g_color, frg.texcoord); \n"
"}\n";
shader_glsl_param param = {};
param.name = "Render Texture";
render_texture_shader.load(render_texture_vert_shader,
render_texture_frag_shader, 0, &param);
const float_t verts_quad[] = {
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -3.0f, 0.0f, -1.0f,
3.0f, 1.0f, 2.0f, 1.0f,
};
glGenVertexArrays(1, &render_texture_vao);
glGenBuffers(1, &render_texture_vbo);
glBindBuffer(GL_ARRAY_BUFFER, render_texture_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts_quad), verts_quad, GL_STATIC_DRAW);
gl_state_bind_vertex_array(render_texture_vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 16, (void*)0); // Pos
glVertexAttrib4f(3, 1.0f, 1.0f, 1.0f, 1.0f); // Color0
glVertexAttrib4f(4, 1.0f, 1.0f, 1.0f, 1.0f); // Color1
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord0
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord1
glEnableVertexAttribArray(10);
glVertexAttribPointer(10, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord2
glEnableVertexAttribArray(11);
glVertexAttribPointer(11, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord3
glEnableVertexAttribArray(12);
glVertexAttribPointer(12, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord4
glEnableVertexAttribArray(13);
glVertexAttribPointer(13, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord5
glEnableVertexAttribArray(14);
glVertexAttribPointer(14, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord6
glEnableVertexAttribArray(15);
glVertexAttribPointer(15, 2, GL_FLOAT, GL_FALSE, 16, (void*)8); // TexCoord7
gl_state_bind_vertex_array(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
render_texture_data_initialized = true;
}
}
void render_texture_data_free() {
render_texture_shader.unload();
glDeleteBuffers(1, &render_texture_vbo);
glDeleteVertexArrays(1, &render_texture_vao);
render_texture_data_initialized = false;
}
static int32_t render_texture_framebuffer_init(render_texture* rt, int32_t max_level) {
glGenFramebuffers(max_level + 1, rt->fbos);
return -(glGetError() != GL_ZERO);
}
static int32_t render_texture_framebuffer_set_texture(render_texture* rt,
GLuint color_texture, int32_t level, GLuint depth_texture, bool stencil) {
if (level < 0 || level > rt->max_level)
return -1;
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbos[level]);
glGetError();
if (color_texture) {
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_texture, level);
glGetError();
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
}
else {
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glGetError();
glDrawBuffer(GL_ZERO);
glReadBuffer(GL_ZERO);
}
glGetError();
if (level == 0) {
if (stencil) {
if (depth_texture)
glFramebufferTexture(GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT, depth_texture, 0);
else if (rt->rbo) {
glBindRenderbuffer(GL_RENDERBUFFER, rt->rbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rt->rbo);
}
else
glFramebufferTexture(GL_FRAMEBUFFER,
GL_DEPTH_STENCIL_ATTACHMENT, 0, 0);
}
else {
if (depth_texture)
glFramebufferTexture(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT, depth_texture, 0);
else if (rt->rbo) {
glBindRenderbuffer(GL_RENDERBUFFER, rt->rbo);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->rbo);
}
else
glFramebufferTexture(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT, 0, 0);
}
glGetError();
}
int32_t ret = 0;
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
ret = -1;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glGetError();
return ret;
}