230 lines
7.2 KiB
C++
230 lines
7.2 KiB
C++
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#include <li_backend_gl2.hpp>
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const char* vertex_shader = R"(
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#version 120
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attribute vec2 pos;
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attribute vec2 uv;
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attribute vec4 color;
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varying vec2 oUV;
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varying vec4 oColor;
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// Probably forgot about this matric and
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// searched hours for why the rendering isn't working :/
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uniform mat4 projection;
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void main() {
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gl_Position = projection*vec4(pos, 0.0, 1.0);
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oUV = uv;
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oColor = color;
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}
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)";
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const char* frag_shader = R"(
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#version 120
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varying vec2 oUV;
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varying vec4 oColor;
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uniform sampler2D tex;
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void main() {
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vec4 tc = texture2D(tex, oUV);
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gl_FragColor = tc*oColor;
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}
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)";
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GLuint compileShader(const std::string& source,
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GLenum type) {
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GLuint shader = glCreateShader(type);
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const char* src = source.c_str();
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glShaderSource(shader, 1, &src, nullptr);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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std::cerr << "Shader Compilation Error: " << infoLog << std::endl;
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}
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return shader;
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}
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GLuint
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createShaderProgram(const std::string& vertexShaderSource,
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const std::string& fragmentShaderSource) {
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GLuint vertexShader = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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GLuint fragmentShader =
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compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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GLint success;
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
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std::cerr << "Shader Program Linking Error: " << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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namespace PD {
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namespace LI {
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PD_BKND_DESKTOP_API void Backend_GL2::Init() {
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VertexBuffer.Resize(4 * 8192);
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IndexBuffer.Resize(6 * 8192);
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Shader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(Shader);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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GLint _pos = glGetAttribLocation(Shader, "pos");
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GLint _uv = glGetAttribLocation(Shader, "uv");
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GLint _color = glGetAttribLocation(Shader, "color");
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glVertexAttribPointer(_pos, 2, GL_FLOAT, GL_FALSE, sizeof(PD::LI::Vertex),
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(void*)offsetof(PD::LI::Vertex, Pos));
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glEnableVertexAttribArray(_pos);
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glVertexAttribPointer(_uv, 2, GL_FLOAT, GL_FALSE, sizeof(PD::LI::Vertex),
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(void*)offsetof(PD::LI::Vertex, UV));
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glEnableVertexAttribArray(_uv);
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glVertexAttribPointer(_color, 4, GL_UNSIGNED_BYTE, GL_TRUE,
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sizeof(PD::LI::Vertex),
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(void*)offsetof(PD::LI::Vertex, Color));
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glEnableVertexAttribArray(_color);
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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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pLocTex = glGetUniformLocation(Shader, "tex");
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pLocProjection = glGetUniformLocation(Shader, "projection");
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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PD_BKND_DESKTOP_API void Backend_GL2::Deinit() {
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &IBO);
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}
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PD_BKND_DESKTOP_API void Backend_GL2::NewFrame() {
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glViewport(0, 0, ViewPort.x, ViewPort.y);
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glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, ClearColor.w);
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glClear(GL_COLOR_BUFFER_BIT);
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Projection.Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f);
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glUniformMatrix4fv(pLocProjection, 1, GL_TRUE, Projection.m);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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CurrentIndex = 0;
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CurrentVertex = 0;
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FrameCounter++;
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VertexCounter = num_vtx;
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IndexCounter = num_idx;
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num_vtx = 0;
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num_idx = 0;
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}
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PD_BKND_DESKTOP_API void Backend_GL2::BindTexture(PD::LI::TexAddress addr) {
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// Actually not using the Address as Address
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, (GLuint)addr);
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glUniform1i(pLocTex, 0);
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}
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PD_BKND_DESKTOP_API void Backend_GL2::RenderDrawData(
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const PD::Vec<PD::LI::Command::Ref>& Commands) {
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glUseProgram(Shader);
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size_t index = 0;
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while (index < Commands.Size()) {
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PD::LI::Texture::Ref Tex = Commands[index]->Tex;
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if (!Tex) {
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index++;
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continue;
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}
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size_t StartIndex = CurrentIndex;
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bool ScissorEnabled = Commands[index]->ScissorEnabled;
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ivec4 ScissorRect = Commands[index]->ScissorRect;
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while (index < Commands.Size() && Commands[index]->Tex == Tex &&
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Commands[index]->ScissorEnabled == ScissorEnabled &&
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Commands[index]->ScissorRect == ScissorRect) {
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auto c = Commands[index];
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for (size_t i = 0; i < c->IndexBuffer.Size(); i++) {
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num_idx++;
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IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i);
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}
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for (size_t i = 0; i < c->VertexBuffer.Size(); i++) {
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num_vtx++;
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VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i);
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}
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index++;
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}
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if (ScissorEnabled) {
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glScissor(ScissorRect.x, ViewPort.y - (ScissorRect.y + ScissorRect.w),
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ScissorRect.z, ScissorRect.w);
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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BindTexture(Tex->Address);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::LI::Vertex),
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&VertexBuffer[0], GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
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&IndexBuffer[0], GL_DYNAMIC_DRAW);
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glDrawElements(GL_TRIANGLES, CurrentIndex - StartIndex, GL_UNSIGNED_SHORT,
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(void*)(StartIndex * sizeof(PD::u16)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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BindTexture(0);
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}
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}
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PD_BKND_DESKTOP_API PD::LI::Texture::Ref Backend_GL2::LoadTexture(
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const std::vector<PD::u8>& pixels, int w, int h, PD::LI::Texture::Type type,
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PD::LI::Texture::Filter filter) {
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GLuint texID;
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glGenTextures(1, &texID);
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glBindTexture(GL_TEXTURE_2D, texID);
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// Set base format (Always using RGBA as base)
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GLenum fmt = GL_RGBA;
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if (type == PD::LI::Texture::Type::RGB24) {
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fmt = GL_RGB;
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} else if (type == PD::LI::Texture::Type::A8) {
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fmt = GL_ALPHA;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE,
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pixels.data());
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if (filter == PD::LI::Texture::Filter::LINEAR) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else if (filter == PD::LI::Texture::Filter::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_MAG_FILTER, GL_NEAREST);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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auto res = PD::LI::Texture::New(texID, PD::ivec2(w, h));
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return res;
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}
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} // namespace LI
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} // namespace PD
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