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synced 2025-07-24 04:36:10 +03:00
renderer/opengl: setup image uniforms
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@ -22,6 +22,7 @@ const math = @import("../math.zig");
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const Surface = @import("../Surface.zig");
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const Surface = @import("../Surface.zig");
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const CellProgram = @import("opengl/CellProgram.zig");
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const CellProgram = @import("opengl/CellProgram.zig");
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const ImageProgram = @import("opengl/ImageProgram.zig");
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const gl_image = @import("opengl/image.zig");
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const gl_image = @import("opengl/image.zig");
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const custom = @import("opengl/custom.zig");
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const custom = @import("opengl/custom.zig");
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const Image = gl_image.Image;
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const Image = gl_image.Image;
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@ -148,17 +149,22 @@ const SetScreenSize = struct {
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);
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);
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// Update the projection uniform within our shader
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// Update the projection uniform within our shader
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try gl_state.cell_program.program.setUniform(
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inline for (.{ "cell_program", "image_program" }) |name| {
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"projection",
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const program = @field(gl_state, name);
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const bind = try program.program.use();
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defer bind.unbind();
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try program.program.setUniform(
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"projection",
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// 2D orthographic projection with the full w/h
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// 2D orthographic projection with the full w/h
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math.ortho2d(
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math.ortho2d(
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-1 * @as(f32, @floatFromInt(padding.left)),
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-1 * @as(f32, @floatFromInt(padding.left)),
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@floatFromInt(padded_size.width + padding.right),
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@floatFromInt(padded_size.width + padding.right),
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@floatFromInt(padded_size.height + padding.bottom),
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@floatFromInt(padded_size.height + padding.bottom),
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-1 * @as(f32, @floatFromInt(padding.top)),
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-1 * @as(f32, @floatFromInt(padding.top)),
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),
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),
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);
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);
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}
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// Update our custom shader resolution
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// Update our custom shader resolution
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if (gl_state.custom) |*custom_state| {
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if (gl_state.custom) |*custom_state| {
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@ -173,13 +179,21 @@ const SetFontSize = struct {
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fn apply(self: SetFontSize, r: *const OpenGL) !void {
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fn apply(self: SetFontSize, r: *const OpenGL) !void {
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const gl_state = r.gl_state orelse return error.OpenGLUninitialized;
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const gl_state = r.gl_state orelse return error.OpenGLUninitialized;
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try gl_state.cell_program.program.setUniform(
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inline for (.{ "cell_program", "image_program" }) |name| {
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"cell_size",
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const program = @field(gl_state, name);
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@Vector(2, f32){
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const bind = try program.program.use();
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@floatFromInt(self.metrics.cell_width),
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defer bind.unbind();
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@floatFromInt(self.metrics.cell_height),
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try program.program.setUniform(
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},
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"cell_size",
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);
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@Vector(2, f32){
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@floatFromInt(self.metrics.cell_width),
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@floatFromInt(self.metrics.cell_height),
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},
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);
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}
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const bind = try gl_state.cell_program.program.use();
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defer bind.unbind();
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try gl_state.cell_program.program.setUniform(
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try gl_state.cell_program.program.setUniform(
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"strikethrough_position",
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"strikethrough_position",
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@as(f32, @floatFromInt(self.metrics.strikethrough_position)),
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@as(f32, @floatFromInt(self.metrics.strikethrough_position)),
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@ -1743,6 +1757,7 @@ fn drawCells(
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/// OpenGL context is replaced.
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/// OpenGL context is replaced.
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const GLState = struct {
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const GLState = struct {
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cell_program: CellProgram,
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cell_program: CellProgram,
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image_program: ImageProgram,
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texture: gl.Texture,
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texture: gl.Texture,
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texture_color: gl.Texture,
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texture_color: gl.Texture,
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custom: ?custom.State,
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custom: ?custom.State,
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@ -1830,8 +1845,13 @@ const GLState = struct {
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const cell_program = try CellProgram.init();
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const cell_program = try CellProgram.init();
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errdefer cell_program.deinit();
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errdefer cell_program.deinit();
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// Build our image renderer
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const image_program = try ImageProgram.init();
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errdefer image_program.deinit();
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return .{
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return .{
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.cell_program = cell_program,
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.cell_program = cell_program,
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.image_program = image_program,
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.texture = tex,
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.texture = tex,
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.texture_color = tex_color,
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.texture_color = tex_color,
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.custom = custom_state,
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.custom = custom_state,
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@ -1842,6 +1862,7 @@ const GLState = struct {
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if (self.custom) |v| v.deinit(alloc);
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if (self.custom) |v| v.deinit(alloc);
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self.texture.destroy();
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self.texture.destroy();
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self.texture_color.destroy();
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self.texture_color.destroy();
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self.image_program.deinit();
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self.cell_program.deinit();
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self.cell_program.deinit();
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}
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}
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};
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};
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134
src/renderer/opengl/ImageProgram.zig
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134
src/renderer/opengl/ImageProgram.zig
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@ -0,0 +1,134 @@
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/// The OpenGL program for rendering terminal cells.
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const ImageProgram = @This();
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const std = @import("std");
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const gl = @import("opengl");
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program: gl.Program,
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vao: gl.VertexArray,
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ebo: gl.Buffer,
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vbo: gl.Buffer,
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pub const Input = extern struct {
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/// vec2 grid_coord
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grid_col: u16,
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grid_row: u16,
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/// vec2 cell_offset
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cell_offset_x: u32 = 0,
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cell_offset_y: u32 = 0,
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/// vec4 source_rect
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source_x: u32 = 0,
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source_y: u32 = 0,
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source_width: u32 = 0,
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source_height: u32 = 0,
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/// vec2 dest_size
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dest_width: u32 = 0,
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dest_height: u32 = 0,
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};
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pub fn init() !ImageProgram {
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// Load and compile our shaders.
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const program = try gl.Program.createVF(
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@embedFile("../shaders/image.v.glsl"),
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@embedFile("../shaders/image.f.glsl"),
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);
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errdefer program.destroy();
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// Set our program uniforms
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const pbind = try program.use();
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defer pbind.unbind();
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// Set all of our texture indexes
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try program.setUniform("image", 0);
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// Setup our VAO
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const vao = try gl.VertexArray.create();
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errdefer vao.destroy();
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const vaobind = try vao.bind();
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defer vaobind.unbind();
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// Element buffer (EBO)
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const ebo = try gl.Buffer.create();
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errdefer ebo.destroy();
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var ebobind = try ebo.bind(.element_array);
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defer ebobind.unbind();
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try ebobind.setData([6]u8{
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0, 1, 3, // Top-left triangle
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1, 2, 3, // Bottom-right triangle
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}, .static_draw);
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// Vertex buffer (VBO)
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const vbo = try gl.Buffer.create();
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errdefer vbo.destroy();
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var vbobind = try vbo.bind(.array);
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defer vbobind.unbind();
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var offset: usize = 0;
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try vbobind.attributeAdvanced(0, 2, gl.c.GL_UNSIGNED_SHORT, false, @sizeOf(Input), offset);
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offset += 2 * @sizeOf(u16);
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try vbobind.attributeAdvanced(1, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Input), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.attributeAdvanced(2, 4, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Input), offset);
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offset += 4 * @sizeOf(u32);
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try vbobind.attributeAdvanced(3, 2, gl.c.GL_UNSIGNED_INT, false, @sizeOf(Input), offset);
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offset += 2 * @sizeOf(u32);
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try vbobind.enableAttribArray(0);
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try vbobind.enableAttribArray(1);
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try vbobind.enableAttribArray(2);
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try vbobind.enableAttribArray(3);
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try vbobind.attributeDivisor(0, 1);
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try vbobind.attributeDivisor(1, 1);
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try vbobind.attributeDivisor(2, 1);
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try vbobind.attributeDivisor(3, 1);
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return .{
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.program = program,
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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};
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}
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pub fn bind(self: ImageProgram) !Binding {
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const program = try self.program.use();
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errdefer program.unbind();
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const vao = try self.vao.bind();
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errdefer vao.unbind();
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const ebo = try self.ebo.bind(.element_array);
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errdefer ebo.unbind();
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const vbo = try self.vbo.bind(.array);
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errdefer vbo.unbind();
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return .{
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.program = program,
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.vao = vao,
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.ebo = ebo,
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.vbo = vbo,
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};
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}
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pub fn deinit(self: ImageProgram) void {
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self.vbo.destroy();
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self.ebo.destroy();
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self.vao.destroy();
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self.program.destroy();
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}
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pub const Binding = struct {
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program: gl.Program.Binding,
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vao: gl.VertexArray.Binding,
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ebo: gl.Buffer.Binding,
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vbo: gl.Buffer.Binding,
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pub fn unbind(self: Binding) void {
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self.vbo.unbind();
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self.ebo.unbind();
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self.vao.unbind();
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self.program.unbind();
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}
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};
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11
src/renderer/shaders/image.f.glsl
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11
src/renderer/shaders/image.f.glsl
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@ -0,0 +1,11 @@
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#version 330 core
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in vec2 tex_coords;
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layout(location = 0) out vec4 out_FragColor;
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uniform sampler2D image;
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void main() {
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out_FragColor = texture(image, tex_coords);
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}
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44
src/renderer/shaders/image.v.glsl
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44
src/renderer/shaders/image.v.glsl
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@ -0,0 +1,44 @@
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#version 330 core
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layout (location = 0) in vec2 grid_pos;
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layout (location = 1) in vec2 cell_offset;
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layout (location = 2) in vec4 source_rect;
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layout (location = 3) in vec2 dest_size;
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out vec2 tex_coord;
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uniform sampler2D image;
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uniform vec2 cell_size;
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uniform mat4 projection;
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void main() {
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// The size of the image in pixels
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vec2 image_size = textureSize(image, 0);
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// Turn the cell position into a vertex point depending on the
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// gl_VertexID. Since we use instanced drawing, we have 4 vertices
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// for each corner of the cell. We can use gl_VertexID to determine
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// which one we're looking at. Using this, we can use 1 or 0 to keep
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// or discard the value for the vertex.
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//
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// 0 = top-right
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// 1 = bot-right
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// 2 = bot-left
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// 3 = top-left
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vec2 position;
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position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
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position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
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// The texture coordinates start at our source x/y, then add the width/height
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// as enabled by our instance id, then normalize to [0, 1]
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tex_coord = source_rect.xy;
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tex_coord += source_rect.zw * position;
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tex_coord /= image_size;
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// The position of our image starts at the top-left of the grid cell and
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// adds the source rect width/height components.
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vec2 image_pos = (cell_size * grid_pos) + cell_offset;
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image_pos += dest_size * position;
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gl_Position = projection * vec4(image_pos.xy, 0, 1.0);
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}
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