mirror of
https://github.com/WerWolv/ImHex.git
synced 2026-04-02 21:47:40 -05:00
feat: Added basic 3D visualizer, moved visualizers to separate file
This commit is contained in:
@@ -24,6 +24,7 @@ set(LIBIMHEX_SOURCES
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source/helpers/magic.cpp
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source/helpers/crypto.cpp
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source/helpers/net.cpp
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source/helpers/opengl.cpp
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source/helpers/file.cpp
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source/helpers/socket.cpp
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source/helpers/patches.cpp
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@@ -117,6 +117,8 @@ namespace hex {
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/* Pattern Language Function Registry. Allows adding of new functions that may be used inside the pattern language */
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namespace PatternLanguage {
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using VisualizerFunctionCallback = std::function<void(pl::ptrn::Pattern&, pl::ptrn::Iteratable&, bool, const std::vector<pl::core::Token::Literal> &)>;
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namespace impl {
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struct FunctionDefinition {
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@@ -129,6 +131,13 @@ namespace hex {
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bool dangerous;
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};
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struct Visualizer {
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u32 parameterCount;
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VisualizerFunctionCallback callback;
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};
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std::map<std::string, Visualizer> &getVisualizers();
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}
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void configureRuntime(pl::PatternLanguage &runtime, prv::Provider *provider);
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@@ -138,6 +147,8 @@ namespace hex {
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void addFunction(const pl::api::Namespace &ns, const std::string &name, pl::api::FunctionParameterCount parameterCount, const pl::api::FunctionCallback &func);
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void addDangerousFunction(const pl::api::Namespace &ns, const std::string &name, pl::api::FunctionParameterCount parameterCount, const pl::api::FunctionCallback &func);
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void addVisualizer(const std::string &name, const VisualizerFunctionCallback &func, u32 parameterCount);
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std::map<std::string, pl::api::PragmaHandler> &getPragmas();
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std::vector<impl::FunctionDefinition> &getFunctions();
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120
lib/libimhex/include/hex/helpers/opengl.hpp
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120
lib/libimhex/include/hex/helpers/opengl.hpp
Normal file
@@ -0,0 +1,120 @@
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#pragma once
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#include <hex.hpp>
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#include <hex/helpers/concepts.hpp>
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#include <span>
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#include <string>
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#include <imgui_impl_opengl3_loader.h>
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namespace hex::gl {
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namespace {
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template<typename T>
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GLuint getType() {
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if constexpr (std::is_same_v<T, float>)
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return GL_FLOAT;
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else if constexpr (std::is_same_v<T, u32>)
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return GL_UNSIGNED_INT;
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else
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static_assert(hex::always_false<T>::value, "Unsupported type");
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}
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}
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class Shader {
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public:
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Shader(const std::string &vertexSource, const std::string &fragmentSource);
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~Shader();
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void bind() const;
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void unbind() const;
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private:
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void compile(GLuint shader, const std::string &source);
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private:
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GLuint m_program;
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};
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enum class BufferType {
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Vertex = GL_ARRAY_BUFFER,
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Index = GL_ELEMENT_ARRAY_BUFFER
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};
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template<typename T>
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class Buffer {
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public:
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Buffer(BufferType type, std::span<T> data);
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~Buffer();
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void bind() const;
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void unbind() const;
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void draw() const;
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size_t getSize() const;
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private:
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GLuint m_buffer;
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size_t m_size;
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GLuint m_type;
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};
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extern template class Buffer<float>;
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extern template class Buffer<u32>;
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class VertexArray {
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public:
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VertexArray();
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~VertexArray();
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template<typename T>
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void addBuffer(const Buffer<T> &buffer) const {
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glVertexAttribPointer(0, buffer.getSize() / sizeof(T), getType<T>(), GL_FALSE, 3 * sizeof(T), nullptr);
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glEnableVertexAttribArray(0);
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}
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void bind() const;
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void unbind() const;
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private:
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GLuint m_array;
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};
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class Texture {
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public:
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Texture(u32 width, u32 height);
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~Texture();
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void bind() const;
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void unbind() const;
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GLuint getTexture() const;
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u32 getWidth() const;
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u32 getHeight() const;
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void release();
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private:
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GLuint m_texture;
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u32 m_width, m_height;
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};
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class FrameBuffer {
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public:
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FrameBuffer();
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~FrameBuffer();
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void bind() const;
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void unbind() const;
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void attachTexture(const Texture &texture) const;
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private:
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GLuint m_frameBuffer, m_renderBuffer;
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};
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}
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@@ -36,6 +36,7 @@ namespace ImGui {
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Texture() = default;
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Texture(const ImU8 *buffer, int size, int width = 0, int height = 0);
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explicit Texture(const char *path);
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Texture(unsigned int texture, int width, int height);
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Texture(const Texture&) = delete;
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Texture(Texture&& other) noexcept;
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@@ -299,6 +299,18 @@ namespace hex {
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});
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}
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std::map<std::string, impl::Visualizer> &impl::getVisualizers() {
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static std::map<std::string, impl::Visualizer> visualizers;
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return visualizers;
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}
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void addVisualizer(const std::string &name, const VisualizerFunctionCallback &function, u32 parameterCount) {
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log::debug("Registered new pattern visualizer function: {}", name);
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impl::getVisualizers()[name] = impl::Visualizer { parameterCount, function };
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}
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std::map<std::string, pl::api::PragmaHandler> &getPragmas() {
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static std::map<std::string, pl::api::PragmaHandler> pragmas;
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190
lib/libimhex/source/helpers/opengl.cpp
Normal file
190
lib/libimhex/source/helpers/opengl.cpp
Normal file
@@ -0,0 +1,190 @@
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#include <hex/helpers/opengl.hpp>
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#include <hex/helpers/utils.hpp>
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#include <hex/helpers/logger.hpp>
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namespace hex::gl {
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Shader::Shader(const std::string &vertexSource, const std::string &fragmentSource) {
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auto vertexShader = glCreateShader(GL_VERTEX_SHADER);
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this->compile(vertexShader, vertexSource);
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auto fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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this->compile(fragmentShader, fragmentSource);
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ON_SCOPE_EXIT { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); };
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this->m_program = glCreateProgram();
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glAttachShader(this->m_program, vertexShader);
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glAttachShader(this->m_program, fragmentShader);
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glLinkProgram(this->m_program);
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int result = false;
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glGetProgramiv(this->m_program, GL_LINK_STATUS, &result);
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if (!result) {
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std::vector<char> log(512);
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glGetShaderInfoLog(this->m_program, log.size(), nullptr, log.data());
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log::error("Failed to link shader: {}", log.data());
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}
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}
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Shader::~Shader() {
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glDeleteProgram(this->m_program);
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}
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void Shader::bind() const {
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glUseProgram(this->m_program);
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}
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void Shader::unbind() const {
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glUseProgram(0);
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}
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void Shader::compile(GLuint shader, const std::string &source) {
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auto sourcePtr = source.c_str();
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glShaderSource(shader, 1, &sourcePtr, nullptr);
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glCompileShader(shader);
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int result = false;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (!result) {
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std::vector<char> log(512);
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glGetShaderInfoLog(shader, log.size(), nullptr, log.data());
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log::error("Failed to compile shader: {}", log.data());
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}
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}
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template<typename T>
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Buffer<T>::Buffer(BufferType type, std::span<T> data) : m_size(data.size()), m_type(GLuint(type)) {
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glGenBuffers(1, &this->m_buffer);
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glBindBuffer(this->m_type, this->m_buffer);
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glBufferData(this->m_type, data.size_bytes(), data.data(), GL_STATIC_DRAW);
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}
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template<typename T>
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Buffer<T>::~Buffer() {
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glDeleteBuffers(1, &this->m_buffer);
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}
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template<typename T>
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void Buffer<T>::bind() const {
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glBindBuffer(this->m_type, this->m_buffer);
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}
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template<typename T>
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void Buffer<T>::unbind() const {
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glBindBuffer(this->m_type, 0);
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}
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template<typename T>
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size_t Buffer<T>::getSize() const {
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return this->m_size;
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}
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template<typename T>
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void Buffer<T>::draw() const {
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glDrawElements(GL_TRIANGLES, this->m_size, getType<T>(), nullptr);
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}
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template class Buffer<float>;
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template class Buffer<u32>;
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VertexArray::VertexArray() {
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glGenVertexArrays(1, &this->m_array);
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}
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VertexArray::~VertexArray() {
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glDeleteVertexArrays(1, &this->m_array);
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}
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void VertexArray::bind() const {
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glBindVertexArray(this->m_array);
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}
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void VertexArray::unbind() const {
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glBindVertexArray(0);
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}
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Texture::Texture(u32 width, u32 height) : m_texture(0), m_width(width), m_height(height) {
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glGenTextures(1, &this->m_texture);
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glBindTexture(GL_TEXTURE_2D, this->m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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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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glBindTexture(GL_TEXTURE_2D, 0);
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}
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Texture::~Texture() {
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if (this->m_texture != 0)
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glDeleteTextures(1, &this->m_texture);
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}
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void Texture::bind() const {
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glBindTexture(GL_TEXTURE_2D, this->m_texture);
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}
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void Texture::unbind() const {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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GLuint Texture::getTexture() const {
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return this->m_texture;
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}
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u32 Texture::getWidth() const {
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return this->m_width;
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}
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u32 Texture::getHeight() const {
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return this->m_height;
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}
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void Texture::release() {
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this->m_texture = 0;
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}
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FrameBuffer::FrameBuffer() {
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glGenFramebuffers(1, &this->m_frameBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
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glGenRenderbuffers(1, &this->m_renderBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, this->m_renderBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 1280, 720);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, this->m_renderBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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FrameBuffer::~FrameBuffer() {
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glDeleteFramebuffers(1, &this->m_frameBuffer);
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glDeleteRenderbuffers(1, &this->m_renderBuffer);
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}
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void FrameBuffer::bind() const {
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glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
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}
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void FrameBuffer::unbind() const {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void FrameBuffer::attachTexture(const Texture &texture) const {
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glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
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texture.bind();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.getTexture(), 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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@@ -69,7 +69,12 @@ namespace ImGui {
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this->m_textureId = reinterpret_cast<ImTextureID>(static_cast<intptr_t>(texture));
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}
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Texture::Texture(unsigned int texture, int width, int height) : m_textureId(reinterpret_cast<ImTextureID>(static_cast<intptr_t>(texture))), m_width(width), m_height(height) {
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}
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Texture::Texture(Texture&& other) noexcept {
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glDeleteTextures(1, reinterpret_cast<GLuint*>(&this->m_textureId));
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this->m_textureId = other.m_textureId;
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this->m_width = other.m_width;
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this->m_height = other.m_height;
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@@ -78,6 +83,7 @@ namespace ImGui {
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}
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Texture& Texture::operator=(Texture&& other) noexcept {
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glDeleteTextures(1, reinterpret_cast<GLuint*>(&this->m_textureId));
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this->m_textureId = other.m_textureId;
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this->m_width = other.m_width;
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this->m_height = other.m_height;
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