Merge pull request #180 from Wellinator/feature/texture_wraping
Adds support for texture region repeat
This commit is contained in:
@@ -62,7 +62,8 @@ class Texture {
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/** Set texture wrapping */
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/** Set texture wrapping */
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void setWrapSettings(const TextureWrap t_horizontal,
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void setWrapSettings(const TextureWrap t_horizontal,
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const TextureWrap t_vertical);
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const TextureWrap t_vertical, int minu = 0, int minv = 0,
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int maxu = 0, int maxv = 0);
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// ----
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// ----
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// Other
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// Other
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@@ -96,9 +97,10 @@ class Texture {
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void print(const std::string& name) const { print(name.c_str()); }
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void print(const std::string& name) const { print(name.c_str()); }
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std::string getPrint(const char* name = nullptr) const;
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std::string getPrint(const char* name = nullptr) const;
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void setDefaultWrapSettings();
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private:
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private:
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void setPsm();
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void setPsm();
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void setDefaultWrapSettings();
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texwrap_t wrap;
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texwrap_t wrap;
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};
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};
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@@ -29,6 +29,12 @@ class RendererCoreTexture {
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RendererCoreTextureBuffers useTexture(const Texture* t_tex);
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RendererCoreTextureBuffers useTexture(const Texture* t_tex);
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/**
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* Called by user after changing texture wrap settings
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* Updates texture packet without reallocate it
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*/
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RendererCoreTextureBuffers updateTextureInfo(const Texture* t_tex);
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/** Called by renderer during initialization */
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/** Called by renderer during initialization */
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void init(RendererCoreGS* gs, Path3* path3);
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void init(RendererCoreGS* gs, Path3* path3);
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@@ -178,9 +178,14 @@ void Texture::setDefaultWrapSettings() {
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}
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}
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void Texture::setWrapSettings(const TextureWrap t_horizontal,
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void Texture::setWrapSettings(const TextureWrap t_horizontal,
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const TextureWrap t_vertical) {
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const TextureWrap t_vertical, int minu, int minv,
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int maxu, int maxv) {
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wrap.horizontal = t_horizontal;
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wrap.horizontal = t_horizontal;
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wrap.vertical = t_vertical;
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wrap.vertical = t_vertical;
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wrap.minu = minu;
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wrap.minv = minv;
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wrap.maxu = maxu;
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wrap.maxv = maxv;
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}
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}
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void Texture::addLink(const u32& t_id) {
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void Texture::addLink(const u32& t_id) {
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@@ -57,6 +57,17 @@ RendererCoreTextureBuffers RendererCoreTexture::useTexture(
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return newTexBuffer;
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return newTexBuffer;
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}
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}
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RendererCoreTextureBuffers RendererCoreTexture::updateTextureInfo(
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const Texture* t_tex) {
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TYRA_ASSERT(t_tex != nullptr, "Provided nullptr texture!");
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auto allocated = getAllocatedBuffersByTextureId(t_tex->id);
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TYRA_ASSERT(allocated.id != 0, "Can't update an unallocated texture!");
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path3->sendTexture(t_tex, allocated);
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return allocated;
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}
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RendererCoreTextureBuffers RendererCoreTexture::getAllocatedBuffersByTextureId(
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RendererCoreTextureBuffers RendererCoreTexture::getAllocatedBuffersByTextureId(
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const u32& t_id) {
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const u32& t_id) {
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for (u32 i = 0; i < currentAllocations.size(); i++)
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for (u32 i = 0; i < currentAllocations.size(); i++)
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@@ -0,0 +1,24 @@
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TARGET := tutorial_11.elf
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ENGINEDIR := ../../engine
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#The Directories, Source, Includes, Objects, Binary and Resources
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SRCDIR := src
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INCDIR := inc
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BUILDDIR := obj
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TARGETDIR := bin
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RESDIR := res
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SRCEXT := cpp
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VSMEXT := vsm
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VCLEXT := vcl
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VCLPPEXT := vclpp
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DEPEXT := d
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OBJEXT := o
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#Flags, Libraries and Includes
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CFLAGS :=
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LIB :=
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LIBDIRS :=
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INC := -I$(INCDIR)
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INCDEP := -I$(INCDIR)
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include ../Makefile.tutorials-base
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@@ -0,0 +1,4 @@
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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@@ -0,0 +1,58 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2024, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Wellington Carvalho <wellcoj@gmail.com>
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*/
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#pragma once
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#include <tyra>
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#include <memory>
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namespace Tyra {
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class Tutorial11 : public Game {
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public:
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explicit Tutorial11(Engine* engine);
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~Tutorial11();
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void init();
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void loop();
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private:
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void setDrawData();
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void loadBags();
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void setTextureRegionRepeat();
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void setTextureDefaultWrap();
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const u8 MAX_TILES = 4;
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u8 TILE_COL = 0;
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u8 TILE_ROW = 0;
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u8 shouldFlipTextureSettings = false;
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float limitTimeToFlip = 2.00f;
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float elapsedTime = 0;
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Engine* engine;
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Vec4 cameraPosition, cameraLookAt;
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M4x4 translation, rotation, scale, model;
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Texture* UVCheckerTex;
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std::array<Vec4, 6> vertices;
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std::array<Color, 6> colors;
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std::array<Vec4, 6> uvMap;
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StaticPipeline stapip;
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std::unique_ptr<StaPipBag> bag;
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std::unique_ptr<StaPipInfoBag> infoBag;
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std::unique_ptr<StaPipColorBag> colorBag;
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std::unique_ptr<StaPipTextureBag> texBag;
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};
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} // namespace Tyra
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@@ -0,0 +1,4 @@
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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@@ -0,0 +1,4 @@
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# Ignore everything in this directory
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*
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# Except this file
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!.gitignore
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@@ -0,0 +1,4 @@
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$ConfigFile = Join-Path $PSScriptRoot '../../windows-pcsx2.ps1'
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. $ConfigFile
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RunPCSX2
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@@ -0,0 +1,24 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2024, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Wellington Carvalho <wellcoj@gmail.com>
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*/
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#include "engine.hpp"
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#include "tutorial_11.hpp"
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/**
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* In this tutorial we will learn:
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* - How to use texture in repeate mode of GS
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*/
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int main() {
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Tyra::Engine engine;
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Tyra::Tutorial11 game(&engine);
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engine.run(&game);
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return 0;
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}
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@@ -0,0 +1,178 @@
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/*
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# _____ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2024, tyra - https://github.com/h4570/tyra
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# Licensed under Apache License 2.0
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# Wellington Carvalho <wellcoj@gmail.com>
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*/
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#include <tyra>
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#include "tutorial_11.hpp"
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namespace Tyra {
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Tutorial11::Tutorial11(Engine* t_engine) : engine(t_engine) {
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translation = M4x4::Identity;
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rotation = M4x4::Identity;
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scale = M4x4::Identity;
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model = M4x4::Identity;
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rotation.rotateY(Math::PI);
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}
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Tutorial11::~Tutorial11() {}
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void Tutorial11::init() {
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stapip.setRenderer(&engine->renderer.core);
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cameraPosition = Vec4(0.0F, 0.0F, -10.0F);
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cameraLookAt.unit();
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UVCheckerTex = engine->renderer.getTextureRepository().add(
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FileUtils::fromCwd("uv_checker.png"));
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setDrawData();
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loadBags();
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}
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void Tutorial11::loop() {
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const auto deltaTime =
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std::min(1.0f / static_cast<float>(engine->info.getFps()),
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static_cast<float>(1.0 / 60.0f));
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elapsedTime += deltaTime;
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if (elapsedTime > limitTimeToFlip) {
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elapsedTime -= limitTimeToFlip;
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shouldFlipTextureSettings = !shouldFlipTextureSettings;
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shouldFlipTextureSettings ? setTextureRegionRepeat()
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: setTextureDefaultWrap();
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// Update texture packet info after change wrap settings
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engine->renderer.core.texture.updateTextureInfo(UVCheckerTex);
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}
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model = translation * rotation * scale;
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engine->renderer.beginFrame(CameraInfo3D(&cameraPosition, &cameraLookAt));
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{
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engine->renderer.renderer3D.usePipeline(stapip);
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/**
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* Lets draw manually via "bags".
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* You can do the same thing with dynamic pipeline.
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*/
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stapip.core.render(bag.get());
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}
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engine->renderer.endFrame();
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}
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void Tutorial11::setDrawData() {
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vertices = {
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// Tri 1
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Vec4(-3.0F, -3.0F, 0.0F),
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Vec4(3.0F, -3.0F, 0.0F),
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Vec4(-3.0F, 3.0F, 0.0F),
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// Tri 2
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Vec4(3.0F, -3.0F, 0.0F),
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Vec4(-3.0F, 3.0F, 0.0F),
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Vec4(3.0F, 3.0F, 0.0F),
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};
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colors = {
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Color(128.0F, 128.0F, 128.0F), Color(128.0F, 128.0F, 128.0F),
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Color(128.0F, 128.0F, 128.0F), Color(128.0F, 128.0F, 128.0F),
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Color(128.0F, 128.0F, 128.0F), Color(128.0F, 128.0F, 128.0F),
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};
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setTextureDefaultWrap();
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}
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void Tutorial11::setTextureDefaultWrap() {
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uvMap = {Vec4(0.0f, 1.0F, 1.0F, 0.0f), Vec4(0.0f + 1, 1.0F, 1.0F, 0.0f),
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Vec4(0.0f, 0.0f, 1.0F, 0.0f),
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Vec4(0.0f + 1, 1.0F, 1.0F, 0.0f), Vec4(0.0f, 0.0f, 1.0F, 0.0f),
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Vec4(0.0f + 1.0F, 0.0f, 1.0F, 0.0f)};
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TYRA_LOG("Reseting texture wrap settings");
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UVCheckerTex->setDefaultWrapSettings();
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}
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void Tutorial11::setTextureRegionRepeat() {
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const float _scale = 1.0f / (float)MAX_TILES;
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const Vec4 scale =
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Vec4(MAX_TILES > 0 ? _scale * MAX_TILES : _scale,
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MAX_TILES > 0 ? _scale * MAX_TILES : _scale, 1.0f, 0.0f);
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uvMap = {
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Vec4(TILE_COL, TILE_ROW + 1.0F, 1.0F, 0.0f) * scale,
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Vec4(TILE_COL + 1, TILE_ROW + 1.0F, 1.0F, 0.0f) * scale,
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Vec4(TILE_COL, TILE_ROW, 1.0F, 0.0f) * scale,
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Vec4(TILE_COL + 1, TILE_ROW + 1.0F, 1.0F, 0.0f) * scale,
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Vec4(TILE_COL, TILE_ROW, 1.0F, 0.0f) * scale,
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Vec4(TILE_COL + 1.0F, TILE_ROW, 1.0F, 0.0f) * scale,
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};
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const auto tileW = (UVCheckerTex->getWidth() * _scale) - 1;
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const auto tileH = (UVCheckerTex->getHeight() * _scale) - 1;
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const auto tileU = TILE_COL * tileW + TILE_COL;
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const auto tileV = TILE_ROW * tileH + TILE_ROW;
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int minu = tileW;
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int minv = tileH;
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int maxu = tileU;
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int maxv = tileV;
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TYRA_LOG("Changing the texture wraping...");
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UVCheckerTex->setWrapSettings(TextureWrap::RegionRepeat,
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TextureWrap::RegionRepeat, minu, minv, maxu,
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maxv);
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TILE_COL++;
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if (TILE_COL >= MAX_TILES) {
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TILE_COL %= MAX_TILES;
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TILE_ROW = (TILE_ROW + 1) % MAX_TILES;
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}
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}
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void Tutorial11::loadBags() {
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/**
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* Create info bag and fill it with model matrix and shading type.
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* Keep rest of the options as default.
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*/
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infoBag = std::make_unique<StaPipInfoBag>();
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infoBag->model = &model;
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infoBag->shadingType = TyraShadingGouraud;
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infoBag->textureMappingType = TyraNearest;
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/** Create colors bag and set data pointer */
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colorBag = std::make_unique<StaPipColorBag>();
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colorBag->many = colors.begin();
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texBag = std::make_unique<StaPipTextureBag>();
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texBag.get()->texture = UVCheckerTex;
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texBag.get()->coordinates = uvMap.data();
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/**
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* Create main bag and set:
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* - vertices data
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* - vertices count
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* - pointers to other bags
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*
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* You can add here lighting and texture bag as well.
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* If you want to have deeper look of this feature, please
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* read static_pipeline.cpp code file.
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*/
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bag = std::make_unique<StaPipBag>();
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bag->color = colorBag.get();
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bag->texture = texBag.get();
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bag->info = infoBag.get();
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bag->vertices = vertices.begin();
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bag->count = vertices.size();
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}
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} // namespace Tyra
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Reference in New Issue
Block a user