Merge pull request #486 from MihailRis/canvas_shares_texture
add canvas:create_texture(...)
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commit
63f508d430
@ -184,6 +184,7 @@ Here, *color* can be specified in the following ways:
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| data:clear(*color*) | fills the canvas with the specified RGBA color |
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| data:update() | applies changes to the canvas and uploads it to the GPU |
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| data:set_data(data: table<int>) | replaces pixel data (width * height * 4 numbers) |
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| data:create_texture(name: str) | creates and shares texture to renderer |
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## Inventory
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@ -185,6 +185,7 @@ document["worlds-panel"]:clear()
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| data:clear(*цвет*) | заполняет холст указанным RGBA цветом |
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| data:update() | применяет изменения и загружает холст в видеопамять |
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| data:set_data(data: table<int>) | заменяет данные пикселей (ширина * высота * 4 чисел) |
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| data:create_texture(name: str) | создаёт и делится текстурой с рендерером |
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## Inventory (inventory)
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@ -72,6 +72,11 @@ public:
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assets[typeid(T)][name].reset(asset.release());
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}
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template <class T>
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void store(std::shared_ptr<T> asset, const std::string& name) {
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assets[typeid(T)][name] = std::move(asset);
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}
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template <class T>
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T* get(const std::string& name) const {
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const auto& mapIter = assets.find(typeid(T));
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@ -165,7 +165,7 @@ assetload::postfunc assetload::font(
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textures.emplace_back(nullptr);
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} else {
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auto texture = Texture::from(page.get());
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texture->setMipMapping(false);
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texture->setMipMapping(false, true);
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textures.emplace_back(std::move(texture));
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}
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}
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@ -71,14 +71,20 @@ void GLTexture::setNearestFilter() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void GLTexture::setMipMapping(bool flag) {
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void GLTexture::setMipMapping(bool flag, bool pixelated) {
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bind();
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if (flag) {
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glTexParameteri(
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GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST
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GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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pixelated ? GL_NEAREST : GL_LINEAR_MIPMAP_NEAREST
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);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(
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GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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pixelated ? GL_NEAREST : GL_LINEAR
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);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -18,7 +18,7 @@ public:
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virtual void reload(const ImageData& image) override;
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virtual void setMipMapping(bool flag) override;
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virtual void setMipMapping(bool flag, bool pixelated) override;
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virtual std::unique_ptr<ImageData> readData() override;
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virtual uint getId() const override;
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@ -34,7 +34,7 @@ public:
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virtual uint getId() const = 0;
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virtual void setMipMapping(bool flag) = 0;
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virtual void setMipMapping(bool flag, bool pixelated) = 0;
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static std::unique_ptr<Texture> from(const ImageData* image);
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};
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@ -114,7 +114,7 @@ void PrecipitationRenderer::render(
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batch->begin();
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auto& texture = assets.require<Texture>(weather.fall.texture);
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texture.setMipMapping(false);
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texture.setMipMapping(false, true);
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batch->setTexture(&texture, {});
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const struct {
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@ -118,6 +118,12 @@ namespace lua {
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return mTexture != nullptr;
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}
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auto shareTexture() const {
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return mTexture;
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}
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void createTexture();
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static int createMetatable(lua::State*);
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inline static std::string TYPENAME = "Canvas";
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private:
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@ -4,6 +4,8 @@
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#include "graphics/core/Texture.hpp"
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#include "logic/scripting/lua/lua_custom_types.hpp"
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#include "logic/scripting/lua/lua_util.hpp"
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#include "engine/Engine.hpp"
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#include "assets/Assets.hpp"
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using namespace lua;
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@ -13,6 +15,11 @@ LuaCanvas::LuaCanvas(
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: mTexture(std::move(inTexture)), mData(std::move(inData)) {
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}
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void LuaCanvas::createTexture() {
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mTexture = Texture::from(mData.get());
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mTexture->setMipMapping(false, true);
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}
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union RGBA {
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struct {
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uint8_t r, g, b, a;
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@ -166,6 +173,19 @@ static int l_update(State* L) {
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return 0;
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}
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static int l_create_texture(State* L) {
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if (auto canvas = touserdata<LuaCanvas>(L, 1)) {
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if (!canvas->hasTexture()) {
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canvas->createTexture();
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}
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if (canvas->hasTexture()) {
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std::string name = require_string(L, 2);
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scripting::engine->getAssets()->store(canvas->shareTexture(), name);
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}
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}
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return 0;
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}
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static std::unordered_map<std::string, lua_CFunction> methods {
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{"at", lua::wrap<l_at>},
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{"set", lua::wrap<l_set>},
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@ -173,6 +193,7 @@ static std::unordered_map<std::string, lua_CFunction> methods {
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{"blit", lua::wrap<l_blit>},
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{"clear", lua::wrap<l_clear>},
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{"update", lua::wrap<l_update>},
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{"create_texture", lua::wrap<l_create_texture>},
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{"_set_data", lua::wrap<l_set_data>},
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};
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