chore: add tutorial 11, texture region repeat
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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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