Inventory updates, API updates, lots of file renaming

This commit is contained in:
2026-03-17 04:05:04 -04:00
parent b060784bb7
commit fb6f902f28
63 changed files with 820 additions and 553 deletions

295
src/render/canvas.cpp Normal file
View File

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#include "canvas.hpp"
#include <glm/gtc/type_ptr.hpp>
#include <utility>
#include "../util/imgui.hpp"
#include "../util/math.hpp"
using namespace glm;
using namespace game::resource;
using namespace game::util;
namespace game
{
GLuint Canvas::textureVAO = 0;
GLuint Canvas::textureVBO = 0;
GLuint Canvas::textureEBO = 0;
GLuint Canvas::rectVAO = 0;
GLuint Canvas::rectVBO = 0;
bool Canvas::isStaticInit = false;
Canvas::Canvas(ivec2 size, Flags flags)
{
this->size = size;
this->flags = flags;
if ((flags & DEFAULT) != 0)
{
fbo = 0;
rbo = 0;
texture = 0;
}
else
{
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &rbo);
glGenTextures(1, &texture);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, size.x, size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
if (!isStaticInit)
{
glGenVertexArrays(1, &textureVAO);
glGenBuffers(1, &textureVBO);
glGenBuffers(1, &textureEBO);
glBindVertexArray(textureVAO);
glBindBuffer(GL_ARRAY_BUFFER, textureVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 4 * 4, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, textureEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(TEXTURE_INDICES), TEXTURE_INDICES, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
glBindVertexArray(0);
glGenVertexArrays(1, &rectVAO);
glGenBuffers(1, &rectVBO);
glBindVertexArray(rectVAO);
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(RECT_VERTICES), RECT_VERTICES, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
glBindVertexArray(0);
isStaticInit = true;
}
}
Canvas::Canvas(const Canvas& other) : Canvas(other.size, other.flags)
{
pan = other.pan;
zoom = other.zoom;
if ((flags & DEFAULT) == 0 && (other.flags & DEFAULT) == 0)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, other.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBlitFramebuffer(0, 0, other.size.x, other.size.y, 0, 0, size.x, size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
Canvas::Canvas(Canvas&& other) noexcept
{
size = other.size;
pan = other.pan;
zoom = other.zoom;
flags = other.flags;
fbo = other.fbo;
rbo = other.rbo;
texture = other.texture;
other.size = {};
other.pan = {};
other.zoom = 100.0f;
other.flags = FLIP;
other.fbo = 0;
other.rbo = 0;
other.texture = 0;
}
Canvas::~Canvas()
{
if ((flags & DEFAULT) == 0)
{
if (fbo) glDeleteFramebuffers(1, &fbo);
if (rbo) glDeleteRenderbuffers(1, &rbo);
if (texture) glDeleteTextures(1, &texture);
}
}
Canvas& Canvas::operator=(const Canvas& other)
{
if (this == &other) return *this;
Canvas tmp(other);
*this = std::move(tmp);
return *this;
}
Canvas& Canvas::operator=(Canvas&& other) noexcept
{
if (this == &other) return *this;
if ((flags & DEFAULT) == 0)
{
if (fbo) glDeleteFramebuffers(1, &fbo);
if (rbo) glDeleteRenderbuffers(1, &rbo);
if (texture) glDeleteTextures(1, &texture);
}
size = other.size;
pan = other.pan;
zoom = other.zoom;
flags = other.flags;
fbo = other.fbo;
rbo = other.rbo;
texture = other.texture;
other.size = {};
other.pan = {};
other.zoom = 100.0f;
other.flags = FLIP;
other.fbo = 0;
other.rbo = 0;
other.texture = 0;
return *this;
}
mat4 Canvas::view_get() const
{
auto view = mat4{1.0f};
auto zoomFactor = math::to_unit(zoom);
auto panFactor = pan * zoomFactor;
view = glm::translate(view, vec3(-panFactor, 0.0f));
view = glm::scale(view, vec3(zoomFactor, zoomFactor, 1.0f));
return view;
}
mat4 Canvas::projection_get() const
{
if ((flags & FLIP) != 0)
{
return glm::ortho(0.0f, (float)size.x, 0.0f, (float)size.y, -1.0f, 1.0f);
}
return glm::ortho(0.0f, (float)size.x, (float)size.y, 0.0f, -1.0f, 1.0f);
}
void Canvas::texture_render(Shader& shader, GLuint textureID, mat4 model, vec4 tint, vec3 colorOffset,
const float* vertices) const
{
glUseProgram(shader.id);
glUniform1i(glGetUniformLocation(shader.id, shader::UNIFORM_TEXTURE), 0);
glUniform3fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR_OFFSET), 1, value_ptr(colorOffset));
glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_TINT), 1, value_ptr(tint));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_MODEL), 1, GL_FALSE, value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_VIEW), 1, GL_FALSE, value_ptr(view_get()));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_PROJECTION), 1, GL_FALSE,
value_ptr(projection_get()));
glBindVertexArray(textureVAO);
glBindBuffer(GL_ARRAY_BUFFER, textureVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(TEXTURE_VERTICES), vertices, GL_DYNAMIC_DRAW);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
}
void Canvas::rect_render(Shader& shader, mat4& model, vec4 color) const
{
glUseProgram(shader.id);
glUniform4fv(glGetUniformLocation(shader.id, shader::UNIFORM_COLOR), 1, value_ptr(color));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_MODEL), 1, GL_FALSE, value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_VIEW), 1, GL_FALSE, value_ptr(view_get()));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_PROJECTION), 1, GL_FALSE,
value_ptr(projection_get()));
glBindVertexArray(rectVAO);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glBindVertexArray(0);
glUseProgram(0);
}
void Canvas::render(Shader& shader, mat4& model, vec4 tint, vec3 colorOffset) const
{
texture_render(shader, texture, model, tint, colorOffset);
}
void Canvas::bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
}
void Canvas::size_set(ivec2 newSize)
{
if ((flags & DEFAULT) == 0 && (newSize.x != this->size.x || newSize.y != this->size.y))
{
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newSize.x, newSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, newSize.x, newSize.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
this->size = newSize;
glViewport(0, 0, newSize.x, newSize.y);
}
void Canvas::clear(vec4 color)
{
glClearColor(color.r, color.g, color.b, color.a);
glClear(GL_COLOR_BUFFER_BIT);
}
void Canvas::unbind() const
{
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
bool Canvas::is_valid() const { return (flags & DEFAULT) != 0 || fbo != 0; };
glm::vec2 Canvas::screen_position_convert(glm::vec2 position) const
{
auto viewport = ImGui::GetMainViewport();
auto viewportPos = imgui::to_vec2(viewport->Pos);
auto localPosition = position - viewportPos;
auto zoomFactor = math::to_unit(zoom);
return pan + (localPosition / zoomFactor);
}
}