mirror of
https://github.com/Relintai/sfw.git
synced 2024-11-08 07:52:09 +01:00
Initial texture loading setup.
This commit is contained in:
parent
0da5c5e530
commit
50e8606b59
@ -52,6 +52,7 @@ ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/mesh
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/object_2d.cpp -o sfw/application/object_2d.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/sprite.cpp -o sfw/application/sprite.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/tile_map.cpp -o sfw/application/tile_map.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c sfw/application/texture.cpp -o sfw/application/texture.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c game_scene.cpp -o game_scene.o
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ccache g++ -Wall -D_REENTRANT -g -Isfw -Isfw/application -c main.cpp -o main.o
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@ -65,7 +66,7 @@ ccache g++ -Wall -lm -ldl -lpthread -lX11 -D_REENTRANT -g sfw/aabb.o sfw/basis.
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sfw/application/application.o sfw/application/scene.o sfw/application/window.o \
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sfw/application/shader.o sfw/application/material.o sfw/application/mesh.o \
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sfw/application/camera.o sfw/application/mesh_instance.o sfw/application/object_2d.o \
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sfw/application/sprite.o sfw/application/tile_map.o \
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sfw/application/sprite.o sfw/application/tile_map.o sfw/application/texture.o \
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game_scene.o main.o \
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-o game
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@ -5,11 +5,6 @@
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#include "3rd_glad.h"
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#include "memory.h"
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//#include "camera.h"
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//#include "sprite.h"
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void GameScene::event() {
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/*
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switch (ev.type) {
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@ -109,8 +104,10 @@ void GameScene::render() {
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//sprite->render();
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material->bind();
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mesh->render();
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//material->bind();
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//mesh->render();
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sprite->render();
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}
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GameScene::GameScene() {
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@ -119,16 +116,17 @@ GameScene::GameScene() {
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right = false;
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up = false;
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down = false;
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*/
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int w;
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int h;
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SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
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//int w;
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//int h;
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//SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
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float ar = static_cast<float>(w) / static_cast<float>(h);
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camera->width = camera->height * ar;
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//float ar = static_cast<float>(w) / static_cast<float>(h);
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//camera->width = camera->height * ar;
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texture = new Texture();
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texture->load_image("download.bmp");
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texture->load_image("icon.png");
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//ha a textúrának van alpha csatornája:
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//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
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@ -137,14 +135,14 @@ GameScene::GameScene() {
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sprite = new Sprite();
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sprite->mesh_instance->material = material;
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sprite->position.x = 8;
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sprite->position.y = 8;
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sprite->region_x = 7.0 * (1.0 / 16.0);
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sprite->region_y = 7.0 * (1.0 / 16.0);
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sprite->region_width = 1.0 / 16.0;
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sprite->region_height = 1.0 / 16.0;
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sprite->position.x = 0;
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sprite->position.y = 0;
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//sprite->region_x = 7.0 * (1.0 / 16.0);
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//sprite->region_y = 7.0 * (1.0 / 16.0);
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//sprite->region_width = 1.0 / 16.0;
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//sprite->region_height = 1.0 / 16.0;
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sprite->update_mesh();
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/*
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tile_map = new TileMap();
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tile_map->material = material;
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tile_map->atlas_size_x = 16;
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@ -173,8 +171,8 @@ GameScene::GameScene() {
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//camera->position.z = -2;
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mesh = memnew(Mesh(2));
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material = memnew(ColoredMaterial());
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material->color = glm::vec4(1, 1, 0, 1);
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cmaterial = memnew(ColoredMaterial());
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cmaterial->color = glm::vec4(1, 1, 0, 1);
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mesh->clear();
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@ -201,7 +199,6 @@ GameScene::GameScene() {
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//mesh->add_uv(region_x + region_width, region_y);
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//mesh->add_vertex2(w2, h2);
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mesh->add_vertex2(0, 0.5);
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mesh->add_vertex2(-0.5, -0.5);
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mesh->add_vertex2(0.5, -0.5);
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@ -214,12 +211,13 @@ GameScene::GameScene() {
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GameScene::~GameScene() {
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/*
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delete camera;
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delete texture;
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delete material;
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delete tile_map;
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delete sprite;
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*/
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memdelete(camera);
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memdelete(texture);
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memdelete(material);
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memdelete(sprite);
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memdelete(camera);
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memdelete(mesh);
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11
game_scene.h
11
game_scene.h
@ -15,6 +15,11 @@
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#include "colored_material.h"
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#include "mesh.h"
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#include "camera.h"
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#include "texture.h"
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#include "texture_material.h"
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#include "camera.h"
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#include "sprite.h"
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class GameScene : public Scene {
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public:
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@ -29,16 +34,16 @@ public:
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bool right;
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bool up;
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bool down;
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*/
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Texture *texture;
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TextureMaterial *material;
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TileMap *tile_map;
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//TileMap *tile_map;
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Sprite *sprite;
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*/
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Camera *camera;
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Mesh *mesh;
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ColoredMaterial *material;
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ColoredMaterial *cmaterial;
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};
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#endif
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@ -1,29 +1,193 @@
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#include "texture.h"
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#include "memory.h"
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#include <stdio.h>
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void Texture::load_image(const char * file_name, const int format, const int internal_components) {
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if (image) {
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SDL_FreeSurface(image);
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image = NULL;
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#define STB_IMAGE_IMPLEMENTATION // stbi
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#define STB_IMAGE_WRITE_IMPLEMENTATION // stbi_write
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#define STB_SPRINTF_IMPLEMENTATION // stb_sprintf
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#define STB_SPRINTF_NOUNALIGNED // stb_sprintf
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#include "3rd_stb_image.h"
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//{{FILE:3rd_stb_image_write.h}}
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//---
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#undef freelist
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#define STBTT_malloc(x, u) ((void)(u), MALLOC(x))
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#define STBTT_free(x, u) ((void)(u), FREE(x))
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#define NK_ASSERT ASSERT
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#define NK_DTOA(s, n) strcpy(s, va("%f", n)) // override cos built-in nk_dtoa() will freeze while parsing UINT_MAX otherwise
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void Texture::image_data_load(const char *file_name, int flags) {
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//stbi_set_flip_vertically_on_load(flags & IMAGE_FLIP ? 1 : 0);
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int img_n = 0;
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//if (flags & IMAGE_R)
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// n = 1;
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//if (flags & IMAGE_RG)
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// n = 2;
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//if (flags & IMAGE_RGB)
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// n = 3;
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//if (flags & IMAGE_RGBA)
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img_n = 4;
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//if (flags & IMAGE_FLOAT)
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// img.pixels = stbi_loadf_from_file((const stbi_uc *)data, size, (int *)&img.x, (int *)&img.y, (int *)&img.n, n);
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//else
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FILE *fp = fopen(file_name, "r");
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pixels = stbi_load_from_file(fp, &x, &y, &n, img_n);
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fclose(fp);
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//if (img.pixels) {
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// PRINTF("Loaded image (%dx%d %.*s->%.*s)\n", img.w, img.h, img.n, "RGBA", n ? n : img.n, "RGBA");
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//} else {
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// PANIC("Error loading image (%s)\n", pathfile);
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//}
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n = img_n ? img_n : n;
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}
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void Texture::load_image(const char *file_name, const int format, const int internal_components) {
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if (pixels) {
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//TODO
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//memdelete(pixels);
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pixels = NULL;
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glDeleteTextures(1, &texture);
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}
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SDL_Surface *img = SDL_LoadBMP(file_name);
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image_data_load(file_name, 0);
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if (!img) {
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if (!pixels) {
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printf("Couldn't load %s.\n", file_name);
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} else {
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image = SDL_ConvertSurfaceFormat(img, SDL_PIXELFORMAT_RGBA32, 0);
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SDL_FreeSurface(img);
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//image = SDL_ConvertSurfaceFormat(img, SDL_PIXELFORMAT_RGBA32, 0);
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//SDL_FreeSurface(img);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image->w, image->h, 0, internal_components, GL_UNSIGNED_BYTE, image->pixels);
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apply_filter();
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texture_update(0);
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//glBindTexture(GL_TEXTURE_2D, texture);
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//glTexImage2D(GL_TEXTURE_2D, 0, format, image->w, image->h, 0, internal_components, GL_UNSIGNED_BYTE, image->pixels);
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//apply_filter();
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}
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}
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void Texture::texture_update(int flags) {
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if (!pixels) {
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return;
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}
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//if (t && !t->id) {
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// glGenTextures(1, &t->id);
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// return texture_update(t, w, h, n, pixels, flags);
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//}
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//ASSERT(t && t->id);
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//ASSERT(n <= 4);
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//GLuint pixel_types[] = { GL_RED, GL_RED, GL_RG, GL_RGB, GL_RGBA, GL_R32F, GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F };
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//GLenum pixel_storage = flags & TEXTURE_FLOAT ? GL_FLOAT : GL_UNSIGNED_BYTE;
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GLenum pixel_storage = GL_UNSIGNED_BYTE;
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//GLuint pixel_type = pixel_types[n];
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GLuint pixel_type = GL_RGBA;
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//GLuint texel_type = t->texel_type = pixel_types[n + 5 * !!(flags & TEXTURE_FLOAT)];
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GLuint texel_type = GL_RGBA;
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GLenum wrap = GL_CLAMP_TO_EDGE;
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GLenum min_filter = GL_NEAREST, mag_filter = GL_NEAREST;
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// GLfloat color = (flags&7)/7.f, border_color[4] = { color, color, color, 1.f };
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/*
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if (flags & TEXTURE_BGR)
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if (pixel_type == GL_RGB)
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pixel_type = GL_BGR;
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if (flags & TEXTURE_BGR)
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if (pixel_type == GL_RGBA)
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pixel_type = GL_BGRA;
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if (flags & TEXTURE_SRGB)
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if (texel_type == GL_RGB)
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texel_type = GL_SRGB;
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if (flags & TEXTURE_SRGB)
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if (texel_type == GL_RGBA)
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texel_type = GL_SRGB_ALPHA; // GL_SRGB8_ALPHA8 ?
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*/
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/*
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if (flags & TEXTURE_BC1)
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texel_type = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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if (flags & TEXTURE_BC2)
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texel_type = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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if (flags & TEXTURE_BC3)
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texel_type = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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if (flags & TEXTURE_DEPTH)
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texel_type = pixel_type = GL_DEPTH_COMPONENT; // GL_DEPTH_COMPONENT32
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if (flags & TEXTURE_REPEAT)
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wrap = GL_REPEAT;
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if (flags & TEXTURE_BORDER)
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wrap = GL_CLAMP_TO_BORDER;
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if (flags & TEXTURE_LINEAR)
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min_filter = GL_LINEAR, mag_filter = GL_LINEAR;
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if (flags & TEXTURE_MIPMAPS)
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min_filter = flags & TEXTURE_LINEAR ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_LINEAR; // : GL_LINEAR_MIPMAP_NEAREST; maybe?
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if (flags & TEXTURE_MIPMAPS)
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mag_filter = flags & TEXTURE_LINEAR ? GL_LINEAR : GL_NEAREST;
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*/
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#if 0
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if( 0 ) { // flags & TEXTURE_PREMULTIPLY_ALPHA )
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uint8_t *p = pixels;
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if(n == 2) for( unsigned i = 0; i < 2*w*h; i += 2 ) {
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p[i] = (p[i] * p[i+1] + 128) >> 8;
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}
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if(n == 4) for( unsigned i = 0; i < 4*w*h; i += 4 ) {
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p[i+0] = (p[i+0] * p[i+3] + 128) >> 8;
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p[i+1] = (p[i+1] * p[i+3] + 128) >> 8;
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p[i+2] = (p[i+2] * p[i+3] + 128) >> 8;
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}
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}
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#endif
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//GLenum texture_type = t->flags & TEXTURE_ARRAY ? GL_TEXTURE_2D_ARRAY : GL_TEXTURE_2D; // @fixme: test GL_TEXTURE_2D_ARRAY
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GLenum texture_type = GL_TEXTURE_2D; // @fixme: test GL_TEXTURE_2D_ARRAY
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//glPixelStorei( GL_UNPACK_ALIGNMENT, n < 4 ? 1 : 4 ); // for framebuffer reading
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//glActiveTexture(GL_TEXTURE0 + (flags&7));
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glBindTexture(texture_type, texture);
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glTexImage2D(texture_type, 0, texel_type, w, h, 0, pixel_type, pixel_storage, pixels);
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glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, wrap);
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glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, min_filter);
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glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, mag_filter);
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#if 0 // only for sampler2DShadow
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if( flags & TEXTURE_DEPTH ) glTexParameteri(texture_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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if( flags & TEXTURE_DEPTH ) glTexParameteri(texture_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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#endif
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// if( flags & TEXTURE_BORDER ) glTexParameterfv(texture_type, GL_TEXTURE_BORDER_COLOR, border_color);
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/*
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if (flags & TEXTURE_MIPMAPS)
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glGenerateMipmap(texture_type);
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if (flags & TEXTURE_MIPMAPS) {
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GLfloat max_aniso = 0;
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// glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_aniso);
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max_aniso = 4;
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// glTexParameterf(texture_type, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
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}
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*/
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// glBindTexture(texture_type, 0); // do not unbind. current code expects texture to be bound at function exit
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/*
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t->w = w;
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t->h = h;
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t->n = n;
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t->flags = flags;
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t->filename = t->filename ? t->filename : "";
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*/
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}
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void Texture::apply_filter() {
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GLint params = GL_NEAREST;
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@ -39,12 +203,13 @@ void Texture::apply_filter() {
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Texture::Texture() {
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filter = TEXTURE_FILTER_NEAREST;
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texture = 0;
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image = NULL;
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pixels = NULL;
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}
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Texture::~Texture() {
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if (image) {
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SDL_FreeSurface(image);
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if (pixels) {
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//todo
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//delete (pixels);
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glDeleteTextures(1, &texture);
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}
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@ -1,7 +1,7 @@
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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include <SDL.h>
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#include "3rd_glad.h"
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class Texture {
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public:
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@ -10,12 +10,33 @@ public:
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TEXTURE_FILTER_LINEAR,
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};
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void load_image(const char * file_name, const int format = GL_RGBA, const int internal_components = GL_RGBA);
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void load_image(const char *file_name, const int format = GL_RGBA, const int internal_components = GL_RGBA);
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void apply_filter();
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TextureFilter filter;
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GLuint texture;
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SDL_Surface *image;
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// from fwk, temporary
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union {
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int x, w;
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};
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union {
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int y, h;
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};
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union {
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int n, comps;
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};
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union {
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void *pixels;
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uint8_t *pixels8;
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uint16_t *pixels16;
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uint32_t *pixels32;
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float *pixelsf;
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};
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// From FWK
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void image_data_load(const char *file_name, int flags);
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void texture_update(int flags);
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Texture();
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virtual ~Texture();
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@ -4,8 +4,8 @@
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#include "material.h"
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#include "texture.h"
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#include "./libs/glm/vec4.hpp"
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#include "./libs/glm/gtc/type_ptr.hpp"
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#include "../../libs/glm/vec4.hpp"
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#include "../../libs/glm/gtc/type_ptr.hpp"
|
||||
|
||||
#include "camera.h"
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user