mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
234 lines
9.2 KiB
C++
234 lines
9.2 KiB
C++
//
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// Created by BZLZHH on 2025/4/26.
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//
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#include "TestDrawing.h"
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namespace MG_RHI::GLES::Test {
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constexpr int DISPLAY_COLUMNS = 8;
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constexpr int DISPLAY_ROWS = 10;
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constexpr int MAX_DISPLAY_TEXTURES = DISPLAY_COLUMNS * DISPLAY_ROWS;
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bool IsTextureComplete(const TextureObject& tex) {
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return !tex.params.mipmapData.empty();
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}
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bool CheckShaderCompileStatus(GLuint shader, const char* type) {
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GLint success;
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::GLES::glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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GLchar infoLog[512];
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::GLES::glGetShaderInfoLog(shader, 512, NULL, infoLog);
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MG_Util::Debug::LogE("Shader compilation error (%s): %s", type, infoLog);
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return false;
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}
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return true;
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}
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bool CheckProgramLinkStatus(GLuint program) {
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GLint success;
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::GLES::glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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GLchar infoLog[512];
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::GLES::glGetProgramInfoLog(program, 512, NULL, infoLog);
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MG_Util::Debug::LogE("Program link error: %s", infoLog);
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return false;
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}
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return true;
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}
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// TODO: Use the textures state from MG_RHI(another state?) rather than directly from MG_State
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void DrawAllTextures() {
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::GLES::glClearColor(1,1,1,1);
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::GLES::glClear(GL_COLOR_BUFFER_BIT);
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struct ScreenResources {
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GLuint program = 0;
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GLuint quadVAO = 0;
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GLuint quadVBO = 0;
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GLint uTexLoc = -1;
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GLint uMVPLoc = -1;
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ankerl::unordered_map<GLuint, GLuint> textureCache;
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ankerl::unordered_map<GLuint, bool> textureDirty;
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};
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static ScreenResources sRes;
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static glm::ivec2 lastScreenSize{0, 0};
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GLint viewport[4];
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::GLES::glGetIntegerv(GL_VIEWPORT, viewport);
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const glm::ivec2 screenSize(viewport[2], viewport[3]);
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if (screenSize != lastScreenSize) {
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if (sRes.quadVAO) {
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::GLES::glDeleteVertexArrays(1, &sRes.quadVAO);
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::GLES::glDeleteBuffers(1, &sRes.quadVBO);
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sRes.quadVAO = sRes.quadVBO = 0;
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}
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lastScreenSize = screenSize;
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}
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if (!sRes.program) {
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const char* vsSrc = R"(#version 320 es
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layout(location=0) in vec2 aPos;
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layout(location=1) in vec2 aTexUV;
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out vec2 vUV;
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uniform mat4 uMVP;
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void main() {
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gl_Position = uMVP * vec4(aPos, 0.0, 1.0);
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vUV = aTexUV;
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})";
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const char* fsSrc = R"(#version 320 es
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precision mediump float;
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in vec2 vUV;
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uniform sampler2D uTex;
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out vec4 FragColor;
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void main() {
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FragColor = texture(uTex, vUV);
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})";
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GLuint vs = ::GLES::glCreateShader(GL_VERTEX_SHADER);
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::GLES::glShaderSource(vs, 1, &vsSrc, NULL);
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::GLES::glCompileShader(vs);
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if (!CheckShaderCompileStatus(vs, "vertex")) return;
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GLuint fs = ::GLES::glCreateShader(GL_FRAGMENT_SHADER);
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::GLES::glShaderSource(fs, 1, &fsSrc, NULL);
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::GLES::glCompileShader(fs);
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if (!CheckShaderCompileStatus(fs, "fragment")) return;
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sRes.program = ::GLES::glCreateProgram();
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::GLES::glAttachShader(sRes.program, vs);
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::GLES::glAttachShader(sRes.program, fs);
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::GLES::glLinkProgram(sRes.program);
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if (!CheckProgramLinkStatus(sRes.program)) return;
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sRes.uTexLoc = ::GLES::glGetUniformLocation(sRes.program, "uTex");
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sRes.uMVPLoc = ::GLES::glGetUniformLocation(sRes.program, "uMVP");
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::GLES::glDeleteShader(vs);
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::GLES::glDeleteShader(fs);
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}
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if (!sRes.quadVAO) {
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const float margin = 0.01f;
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const float gridWidth = (2.0f - 2*margin) / DISPLAY_COLUMNS;
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const float gridHeight = (2.0f - 2*margin) / DISPLAY_ROWS;
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std::vector<float> vertices;
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vertices.reserve(MAX_DISPLAY_TEXTURES * 16);
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for (int col = 0; col < DISPLAY_COLUMNS; ++col) {
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for (int row = 0; row < DISPLAY_ROWS; ++row) {
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const float xStart = -1.0f + margin + col * gridWidth;
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const float yStart = -1.0f + margin + row * gridHeight;
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const float xEnd = xStart + gridWidth - margin;
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const float yEnd = yStart + gridHeight - margin;
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vertices.insert(vertices.end(), {
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xStart, yStart, 0.0f, 0.0f,
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xEnd, yStart, 1.0f, 0.0f,
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xEnd, yEnd, 1.0f, 1.0f,
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xStart, yEnd, 0.0f, 1.0f
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});
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}
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}
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::GLES::glGenVertexArrays(1, &sRes.quadVAO);
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::GLES::glGenBuffers(1, &sRes.quadVBO);
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::GLES::glBindVertexArray(sRes.quadVAO);
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::GLES::glBindBuffer(GL_ARRAY_BUFFER, sRes.quadVBO);
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::GLES::glBufferData(GL_ARRAY_BUFFER,
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vertices.size() * sizeof(float),
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vertices.data(),
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GL_STATIC_DRAW
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);
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::GLES::glEnableVertexAttribArray(0);
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::GLES::glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE,
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4 * sizeof(float), (void*)0
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);
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::GLES::glEnableVertexAttribArray(1);
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::GLES::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
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4 * sizeof(float), (void*)(2 * sizeof(float))
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);
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::GLES::glBindVertexArray(0);
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}
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std::vector<std::pair<GLuint, TextureObject*>> sortedTextures;
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for (auto&& [stateID, texObj] : MG_State_T::textureState->textures) {
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if (!texObj.generated || texObj.target != GL_TEXTURE_2D) continue;
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if (texObj.params.mipmapData.empty()) continue;
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sortedTextures.emplace_back(stateID, &texObj);
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}
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std::sort(sortedTextures.begin(), sortedTextures.end(),
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[](auto& a, auto& b) {
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return a.second->createTimestamp > b.second->createTimestamp;
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}
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);
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sortedTextures.resize(std::min<size_t>(sortedTextures.size(), MAX_DISPLAY_TEXTURES));
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for (auto&& [stateID, texObj] : sortedTextures) {
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auto& dirtyFlag = sRes.textureDirty[stateID];
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bool needCreate = !sRes.textureCache.count(stateID);
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if (needCreate) {
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GLuint glTexID;
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::GLES::glGenTextures(1, &glTexID);
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sRes.textureCache[stateID] = glTexID;
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dirtyFlag = true;
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}
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if (dirtyFlag || needCreate) {
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const auto& mip0 = texObj->params.mipmapData.begin()->second;
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if (mip0.hasData) {
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GLuint glTexID = sRes.textureCache[stateID];
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::GLES::glBindTexture(GL_TEXTURE_2D, glTexID);
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::GLES::glTexImage2D(GL_TEXTURE_2D, 0, mip0.internalFormat,
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mip0.width, mip0.height, 0,
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mip0.format, mip0.type, mip0.pixelData.data()
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);
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::GLES::glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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::GLES::glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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::GLES::glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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::GLES::glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (texObj->params.mipmapData.size() > 1) {
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::GLES::glGenerateMipmap(GL_TEXTURE_2D);
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}
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dirtyFlag = false;
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}
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}
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}
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GLboolean origDepthTest = ::GLES::glIsEnabled(GL_DEPTH_TEST);
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GLint origProgram, origViewport[4];
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::GLES::glGetIntegerv(GL_VIEWPORT, origViewport);
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::GLES::glGetIntegerv(GL_CURRENT_PROGRAM, &origProgram);
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::GLES::glDisable(GL_DEPTH_TEST);
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::GLES::glUseProgram(sRes.program);
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::GLES::glUniformMatrix4fv(sRes.uMVPLoc, 1, GL_FALSE,
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&glm::mat4(1.0f)[0][0]
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);
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::GLES::glUniform1i(sRes.uTexLoc, 0);
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::GLES::glBindVertexArray(sRes.quadVAO);
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for (size_t i = 0; i < sortedTextures.size(); ++i) {
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const GLuint glTexID = sRes.textureCache[sortedTextures[i].first];
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::GLES::glActiveTexture(GL_TEXTURE0);
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::GLES::glBindTexture(GL_TEXTURE_2D, glTexID);
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::GLES::glDrawArrays(GL_TRIANGLE_FAN, static_cast<GLint>(i*4), 4);
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}
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if (origDepthTest) ::GLES::glEnable(GL_DEPTH_TEST);
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::GLES::glUseProgram(origProgram);
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::GLES::glViewport(origViewport[0], origViewport[1],
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origViewport[2], origViewport[3]);
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}
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} |