Files
snivy/src/canvas.cpp
2025-11-17 03:42:30 -05:00

147 lines
4.5 KiB
C++

#include "canvas.h"
#include <glm/gtc/type_ptr.hpp>
using namespace glm;
using namespace game::resource;
namespace game
{
GLuint Canvas::textureVAO = 0;
GLuint Canvas::textureVBO = 0;
GLuint Canvas::textureEBO = 0;
bool Canvas::isStaticInit = false;
Canvas::Canvas(vec2 size, bool isDefault)
{
this->size = size;
if (isDefault)
{
fbo = 0;
rbo = 0;
texture = 0;
this->isDefault = true;
}
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);
}
}
Canvas::~Canvas()
{
if (!isDefault)
{
if (fbo) glDeleteFramebuffers(1, &fbo);
if (rbo) glDeleteRenderbuffers(1, &rbo);
if (texture) glDeleteTextures(1, &texture);
}
}
mat4 Canvas::view_get() const { return mat4{1.0f}; }
mat4 Canvas::projection_get() const
{
if (isDefault) return glm::ortho(0.0f, (float)size.x, (float)size.y, 0.0f, -1.0f, 1.0f);
return glm::ortho(0.0f, (float)size.x, 0.0f, (float)size.y, -1.0f, 1.0f);
}
void Canvas::texture_render(Shader& shader, GLuint textureId, mat4& model, vec4 tint, vec3 colorOffset,
float* vertices) const
{
auto view = view_get();
auto projection = projection_get();
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));
glUniformMatrix4fv(glGetUniformLocation(shader.id, shader::UNIFORM_PROJECTION), 1, GL_FALSE, value_ptr(projection));
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::render(Shader& shader, mat4& model, vec4 tint, vec3 colorOffset) const
{
texture_render(shader, texture, model, tint, colorOffset);
}
void Canvas::bind() const
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glViewport(0, 0, size.x, size.y);
}
void Canvas::clear(vec4 color) const
{
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 fbo != 0 || isDefault; };
}