Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Textures rendering
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eda55701a2
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1a47211bfc
7 changed files with 77 additions and 32 deletions
10
resources/shaders/flat_texture.fs
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10
resources/shaders/flat_texture.fs
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#version 110
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uniform sampler2D uniform_texture;
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varying vec2 tex_coord;
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void main()
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{
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gl_FragColor = texture2D(uniform_texture, tex_coord);
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}
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9
resources/shaders/flat_texture.vs
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9
resources/shaders/flat_texture.vs
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#version 110
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varying vec2 tex_coord;
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void main()
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{
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gl_Position = ftransform();
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tex_coord = gl_MultiTexCoord0.xy;
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}
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@ -5229,12 +5229,11 @@ void GLCanvas3D::_render_background()
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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const ColorRGBA bottom_color = use_error_color ? ERROR_BG_DARK_COLOR : DEFAULT_BG_DARK_COLOR;
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if (!m_background.is_initialized() || m_background.get_color() != bottom_color) {
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if (!m_background.is_initialized()) {
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m_background.reset();
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P2T2, GLModel::Geometry::EIndexType::USHORT };
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init_data.color = bottom_color;
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init_data.vertices.reserve(4 * GLModel::Geometry::vertex_stride_floats(init_data.format));
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init_data.indices.reserve(6 * GLModel::Geometry::index_stride_bytes(init_data.format));
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@ -36,6 +36,8 @@ std::pair<bool, std::string> GLShadersManager::init()
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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// basic shader, used to render all what was previously rendered using the immediate mode
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valid &= append_shader("flat", { "flat.vs", "flat.fs" });
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// basic shader for textures, used to render textures
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valid &= append_shader("flat_texture", { "flat_texture.vs", "flat_texture.fs" });
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// used to render 3D scene background
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valid &= append_shader("background", { "background.vs", "background.fs" });
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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@ -3,6 +3,10 @@
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#include "3DScene.hpp"
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#include "OpenGLManager.hpp"
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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#include "GUI_App.hpp"
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#include "GLModel.hpp"
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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#include <GL/glew.h>
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@ -120,11 +124,7 @@ void GLTexture::Compressor::compress()
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GLTexture::Quad_UVs GLTexture::FullTextureUVs = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f } };
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GLTexture::GLTexture()
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: m_id(0)
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, m_width(0)
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, m_height(0)
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, m_source("")
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, m_compressor(*this)
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: m_compressor(*this)
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{
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}
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@ -339,12 +339,39 @@ void GLTexture::render_sub_texture(unsigned int tex_id, float left, float right,
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id));
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#if ENABLE_GLBEGIN_GLEND_REMOVAL
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P2T2, GLModel::Geometry::EIndexType::USHORT };
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init_data.vertices.reserve(4 * GLModel::Geometry::vertex_stride_floats(init_data.format));
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init_data.indices.reserve(6 * GLModel::Geometry::index_stride_bytes(init_data.format));
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// vertices
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init_data.add_vertex(Vec2f(left, bottom), Vec2f(uvs.left_bottom.u, uvs.left_bottom.v));
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init_data.add_vertex(Vec2f(right, bottom), Vec2f(uvs.right_bottom.u, uvs.right_bottom.v));
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init_data.add_vertex(Vec2f(right, top), Vec2f(uvs.right_top.u, uvs.right_top.v));
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init_data.add_vertex(Vec2f(left, top), Vec2f(uvs.left_top.u, uvs.left_top.v));
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// indices
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init_data.add_ushort_triangle(0, 1, 2);
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init_data.add_ushort_triangle(2, 3, 0);
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GLModel model;
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model.init_from(std::move(init_data));
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GLShaderProgram* shader = wxGetApp().get_shader("flat_texture");
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if (shader != nullptr) {
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shader->start_using();
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model.render();
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shader->stop_using();
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}
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#else
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::glBegin(GL_QUADS);
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::glTexCoord2f(uvs.left_bottom.u, uvs.left_bottom.v); ::glVertex2f(left, bottom);
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::glTexCoord2f(uvs.right_bottom.u, uvs.right_bottom.v); ::glVertex2f(right, bottom);
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::glTexCoord2f(uvs.right_top.u, uvs.right_top.v); ::glVertex2f(right, top);
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::glTexCoord2f(uvs.left_top.u, uvs.left_top.v); ::glVertex2f(left, top);
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glsafe(::glEnd());
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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@ -64,8 +64,8 @@ namespace GUI {
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struct UV
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{
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float u;
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float v;
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float u{ 0.0f };
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float v{ 0.0f };
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};
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struct Quad_UVs
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@ -79,9 +79,9 @@ namespace GUI {
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static Quad_UVs FullTextureUVs;
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protected:
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unsigned int m_id;
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int m_width;
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int m_height;
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unsigned int m_id{ 0 };
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int m_width{ 0 };
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int m_height{ 0 };
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std::string m_source;
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Compressor m_compressor;
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@ -954,28 +954,27 @@ void GLGizmosManager::update_after_undo_redo(const UndoRedo::Snapshot& snapshot)
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void GLGizmosManager::render_background(float left, float top, float right, float bottom, float border) const
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{
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unsigned int tex_id = m_background_texture.texture.get_id();
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float tex_width = (float)m_background_texture.texture.get_width();
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float tex_height = (float)m_background_texture.texture.get_height();
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if ((tex_id != 0) && (tex_width > 0) && (tex_height > 0))
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{
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float inv_tex_width = (tex_width != 0.0f) ? 1.0f / tex_width : 0.0f;
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float inv_tex_height = (tex_height != 0.0f) ? 1.0f / tex_height : 0.0f;
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const unsigned int tex_id = m_background_texture.texture.get_id();
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const float tex_width = float(m_background_texture.texture.get_width());
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const float tex_height = float(m_background_texture.texture.get_height());
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if (tex_id != 0 && tex_width > 0 && tex_height > 0) {
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const float inv_tex_width = (tex_width != 0.0f) ? 1.0f / tex_width : 0.0f;
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const float inv_tex_height = (tex_height != 0.0f) ? 1.0f / tex_height : 0.0f;
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float internal_left = left + border;
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float internal_right = right - border;
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float internal_top = top - border;
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float internal_bottom = bottom + border;
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const float internal_left = left + border;
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const float internal_right = right - border;
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const float internal_top = top - border;
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const float internal_bottom = bottom + border;
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// float left_uv = 0.0f;
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float right_uv = 1.0f;
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float top_uv = 1.0f;
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float bottom_uv = 0.0f;
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const float right_uv = 1.0f;
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const float top_uv = 1.0f;
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const float bottom_uv = 0.0f;
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float internal_left_uv = (float)m_background_texture.metadata.left * inv_tex_width;
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float internal_right_uv = 1.0f - (float)m_background_texture.metadata.right * inv_tex_width;
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float internal_top_uv = 1.0f - (float)m_background_texture.metadata.top * inv_tex_height;
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float internal_bottom_uv = (float)m_background_texture.metadata.bottom * inv_tex_height;
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const float internal_left_uv = float(m_background_texture.metadata.left) * inv_tex_width;
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const float internal_right_uv = 1.0f - float(m_background_texture.metadata.right) * inv_tex_width;
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const float internal_top_uv = 1.0f - float(m_background_texture.metadata.top) * inv_tex_height;
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const float internal_bottom_uv = float(m_background_texture.metadata.bottom) * inv_tex_height;
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// top-left corner
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GLTexture::render_sub_texture(tex_id, left, internal_left, internal_top, top, { { internal_left_uv, internal_bottom_uv }, { internal_right_uv, internal_bottom_uv }, { internal_right_uv, internal_top_uv }, { internal_left_uv, internal_top_uv } });
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@ -1007,8 +1006,7 @@ void GLGizmosManager::render_background(float left, float top, float right, floa
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}
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void GLGizmosManager::render_arrow(const GLCanvas3D& parent, EType highlighted_type) const
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{
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{
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std::vector<size_t> selectable_idxs = get_selectable_idxs();
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if (selectable_idxs.empty())
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return;
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