#include "wireframe.hpp" #include "shaders/shader.hpp" #include #include #include #include #include #include #include #include #include namespace floormat::wireframe { GL::Texture2D make_constant_texture() { const Vector4ub data[] = { {255, 255, 255, 255} }; Trade::ImageData2D img{PixelFormat::RGBA8Unorm, {1, 1}, {}, Containers::arrayView(data, 1), {}, {}}; GL::Texture2D tex; tex.setWrapping(GL::SamplerWrapping::ClampToEdge) .setMagnificationFilter(GL::SamplerFilter::Nearest) .setMinificationFilter(GL::SamplerFilter::Nearest) .setStorage(1, GL::textureFormat(img.format()), img.size()) .setSubImage(0, {}, std::move(img)); return tex; } struct constant_buf { Vector2 texcoords; float depth = 1; }; mesh_base::mesh_base(GL::MeshPrimitive primitive, ArrayView index_data, size_t num_vertices, size_t num_indexes, GL::Texture2D* texture) : _vertex_buffer{Containers::Array{ValueInit, num_vertices}, GL::BufferUsage::DynamicDraw}, _constant_buffer{Containers::Array{ValueInit, num_vertices}}, _index_buffer{num_indexes == 0 ? GL::Buffer{NoCreate} : GL::Buffer{index_data}}, _texture{texture} { _mesh.setCount((int)(num_indexes > 0 ? num_indexes : num_vertices)) .setPrimitive(primitive) .addVertexBuffer(_vertex_buffer, 0, tile_shader::Position{}) .addVertexBuffer(_constant_buffer, 0, tile_shader::TextureCoordinates{}, tile_shader::Depth{}); if (num_indexes > 0) _mesh.setIndexBuffer(_index_buffer, 0, GL::MeshIndexType::UnsignedShort); } void mesh_base::draw(tile_shader& shader) { shader.draw(*_texture, _mesh); } void mesh_base::set_subdata(ArrayView array) { _vertex_buffer.setSubData(0, array); } void mesh_base::set_line_width(float width) { if (GL::Context::current().detectedDriver() == GL::Context::DetectedDriver::Svga3D) return; auto range = GL::Renderer::lineWidthRange(); if (range.contains(width)) GL::Renderer::setLineWidth(width); } } // namespace floormat::wireframe