commit
ecba496f12
@ -12,7 +12,7 @@
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#include "logic/scripting/scripting.hpp"
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#include "core_defs.hpp"
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static void load_configs(Input& input, const io::path& root) {
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static void load_configs(Input* input, const io::path& root) {
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auto configFolder = root / "config";
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}
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@ -26,7 +26,7 @@ static std::vector<io::path> default_content_sources {
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ContentControl::ContentControl(
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const Project& project,
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EnginePaths& paths,
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Input& input,
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Input* input,
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std::function<void()> postContent
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)
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: paths(paths),
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@ -19,7 +19,7 @@ public:
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ContentControl(
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const Project& project,
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EnginePaths& paths,
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Input& input,
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Input* input,
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std::function<void()> postContent
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);
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~ContentControl();
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@ -49,7 +49,7 @@ public:
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const std::vector<io::path>& getContentSources() const;
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private:
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EnginePaths& paths;
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Input& input;
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Input* input;
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std::unique_ptr<Content> content;
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std::function<void()> postContent;
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std::vector<std::string> basePacks;
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@ -10,7 +10,7 @@
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#include "coders/toml.hpp"
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// All in-game definitions (blocks, items, etc..)
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void corecontent::setup(Input& input, ContentBuilder& builder) {
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void corecontent::setup(Input* input, ContentBuilder& builder) {
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{
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Block& block = builder.blocks.create(CORE_AIR);
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block.replaceable = true;
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@ -28,8 +28,8 @@ void corecontent::setup(Input& input, ContentBuilder& builder) {
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}
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auto bindsFile = "res:bindings.toml";
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if (io::is_regular_file(bindsFile)) {
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input.getBindings().read(
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if (input && io::is_regular_file(bindsFile)) {
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input->getBindings().read(
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toml::parse(bindsFile, io::read_string(bindsFile)), BindType::BIND
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);
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}
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@ -32,5 +32,5 @@ class Input;
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class ContentBuilder;
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namespace corecontent {
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void setup(Input& input, ContentBuilder& builder);
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void setup(Input* input, ContentBuilder& builder);
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}
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@ -163,9 +163,9 @@ void Engine::initialize(CoreParameters coreParameters) {
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langs::locale_by_envlocale(platform::detect_locale())
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);
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}
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content = std::make_unique<ContentControl>(*project, *paths, *input, [this]() {
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onContentLoad();
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});
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content = std::make_unique<ContentControl>(
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*project, *paths, input.get(), [this]() { onContentLoad(); }
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);
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scripting::initialize(this);
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if (!isHeadless()) {
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@ -3,7 +3,6 @@
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#include <GL/glew.h>
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#include "Texture.hpp"
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#include "debug/Logger.hpp"
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#include "gl_util.hpp"
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static debug::Logger logger("gl-framebuffer");
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@ -20,35 +19,21 @@ Framebuffer::Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture)
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}
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static std::unique_ptr<Texture> create_texture(int width, int height, int format) {
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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format,
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width,
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height,
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0,
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format,
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GL_UNSIGNED_BYTE,
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nullptr
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);
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0
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);
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return std::make_unique<Texture>(texture, width, height);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
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return std::make_unique<Texture>(tex, width, height);
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}
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Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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: width(width), height(height)
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{
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width = std::max<uint>(1, width);
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height = std::max<uint>(1, height);
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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@ -60,17 +45,11 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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// Setup depth attachment
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glGenRenderbuffers(1, &depth);
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glBindRenderbuffer(GL_RENDERBUFFER, depth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(
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GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth
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);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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auto logLine = logger.error();
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logLine << "framebuffer is not complete: ";
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logLine << gl::to_string(status);
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logLine << " (" << status << ")";
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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logger.error() << "framebuffer is not complete!";
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -99,7 +78,7 @@ void Framebuffer::resize(uint width, uint height) {
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindRenderbuffer(GL_RENDERBUFFER, depth);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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texture = create_texture(width, height, format);
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@ -45,40 +45,4 @@ namespace gl {
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}
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return 0;
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}
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/// TODO: extend
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inline const char* to_string(GLenum item) {
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switch (item) {
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case GL_INVALID_ENUM:
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return "invalid enum";
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case GL_INVALID_VALUE:
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return "invalid value";
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case GL_INVALID_OPERATION:
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return "invalid operation";
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case GL_STACK_OVERFLOW:
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return "stack overflow";
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case GL_STACK_UNDERFLOW:
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return "stack underflow";
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case GL_OUT_OF_MEMORY:
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return "out of memory";
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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return "invalid framebuffer operation";
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case GL_FRAMEBUFFER_UNDEFINED:
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return "framebuffer undefined";
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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return "framebuffer incomplete attachment";
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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return "framebuffer incomplete missing attachment";
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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return "framebuffer incomplete draw buffer";
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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return "framebuffer incomplete read buffer";
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case GL_FRAMEBUFFER_UNSUPPORTED:
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return "framebuffer unsupported";
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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return "framebuffer incomplete multisample";
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default:
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return "unknown";
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}
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}
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}
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@ -22,6 +22,6 @@ void gui::Canvas::draw(const DrawContext& pctx, const Assets& assets) {
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void gui::Canvas::setSize(const glm::vec2& size) {
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UINode::setSize(size);
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data->extend(size.x, size.y);
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data->extend(std::max<int>(1, size.x), std::max<int>(1, size.y));
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texture->reload(*data);
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}
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