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/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/08/22.
//
#include "fggl/assets/packed/module.hpp"
namespace fggl::assets {
auto PackedAssets::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == RawCheckin::service) {
services.create<RawCheckin>();
return true;
}
if (service == CheckinAdapted::service) {
auto* storage = services.get<data::Storage>();
auto* rawCheckin = services.get<RawCheckin>();
services.create<CheckinAdapted>(storage, rawCheckin);
return true;
}
return false;
}
} // namespace fggl::assets
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 19/11/22.
//
#include <stack>
#include <vector>
#include <memory>
#include <set>
#include <map>
#include <concepts>
#include "fggl/util/guid.hpp"
namespace fggl::assets {
using AssetName = util::OpaqueName<uint64_t, struct AssetRefStruct>;
/**
* The base class representing an asset.
*
* This can be combined with the templated version.
*/
class Asset {
public:
Asset(AssetName name) : m_name(name) {}
virtual ~Asset() = default;
inline void release() {
releaseImpl();
}
bool operator==(const Asset& asset) const {
return m_name == asset.m_name;
}
bool operator!=(const Asset& asset) const {
return m_name != asset.m_name;
}
private:
AssetName m_name;
virtual void releaseImpl() = 0;
};
/**
* Wrapper for types that cannot extend Asset themselves.
*
* @tparam T the asset to wrap
*/
template<typename T>
class AssetBox : public Asset {
public:
AssetBox(T* ptr) : m_ptr(ptr) {}
~AssetBox() override {
release();
}
T* ptr() {
return m_ptr;
}
private:
T* m_ptr;
void releaseImpl() override {
delete m_ptr;
m_ptr = nullptr;
}
};
/**
* Asset Library.
*
* The currently usable set of assets loaded into the engine.
*/
class AssetLibrary {
public:
void load(AssetName name);
void unload(AssetName name);
template<typename T>
requires std::derived_from<T, Asset>
void store(AssetName name, T* ptr) {
m_assets[name] = std::make_unique<T>(ptr);
}
template<typename T>
requires std::derived_from<T, Asset>
void get(AssetName name) const {
Asset* asset = m_assets.at(name).get();
return dynamic_cast<T>(asset);
}
inline Asset* get(AssetName name) const {
return m_assets.at( name ).get();
}
private:
std::map<AssetName, std::unique_ptr<Asset>> m_assets;
};
struct AssetRecord {
AssetName id;
std::vector<AssetName> dependencies;
bool hasDepends(AssetName name) const;
void addDepend(AssetName name);
};
class AssetGraph {
public:
AssetGraph(AssetLibrary* loader);
/**
*
*
* @param name
*/
void require(AssetName& name) {
if ( m_loaded.find(name) != m_loaded.end() ) {
return;
}
m_required.push(name);
}
/**
*
*
* @return
*/
[[nodiscard]]
inline bool isLoadComplete() const {
return m_required.empty();
}
/**
*
*
* @param name
* @return
*/
[[nodiscard]]
inline bool isLoaded(AssetName name) const {
return m_loaded.find(name) != m_loaded.end();
}
/**
*
* @param name
* @param description
*/
void addDependency(AssetName& name, AssetName& description) {
auto& assets = m_assets.at(name);
assets.addDepend(description);
}
/**
*
* @param name
* @param dependency
* @return
*/
[[nodiscard]]
bool hasDependency(AssetName& name , AssetName& dependency) const {
try {
auto &assets = m_assets.at(name);
return assets.hasDepends(dependency);
} catch ( std::out_of_range& ) {
return false;
}
}
/**
*
*/
void process() {
auto asset = m_required.top();
m_loader->load( asset );
m_required.pop();
}
/**
*
*/
void finishLoading() {
while ( !m_loaded.empty() ) {
process();
}
}
private:
std::stack<AssetName> m_required;
std::set<AssetName> m_loaded;
std::map<AssetName, AssetRecord> m_assets;
AssetLibrary* m_loader;
};
} // namespace fggl::assets
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 20/11/22.
//
#include "fggl/assets/types.hpp"
namespace fggl::assets {
auto make_asset_id_rt(const std::string &pack, const std::string &path, const std::string &view) -> AssetID {
auto fullPath = pack + ":" + path;
if (!view.empty()) {
fullPath += "[" + view + "]";
}
#ifndef NDEBUG
util::intern_string(fullPath.c_str());
#endif
auto hash = util::hash_fnv1a_64(fullPath.c_str());
return AssetID::make(hash);
}
auto asset_from_user(const std::string &input, const std::string &pack) -> AssetID {
if (input.find(':') != std::string::npos ) {
// probably fully qualified
#ifndef NDEBUG
util::intern_string(input.c_str());
#endif
auto hash = util::hash_fnv1a_64(input.c_str());
return AssetID::make(hash);
}
// probably local
return make_asset_id_rt(pack, input);
}
}
\ No newline at end of file
...@@ -3,4 +3,5 @@ target_sources(fggl ...@@ -3,4 +3,5 @@ target_sources(fggl
types.cpp types.cpp
) )
add_subdirectory(openal) add_subdirectory(openal)
\ No newline at end of file add_subdirectory(fallback)
\ No newline at end of file
target_sources(fggl
PRIVATE
audio.cpp
)
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 05/11/22.
//
#include "fggl/audio/null_audio.hpp"
namespace fggl::audio {
void NullAudioService::play(const std::string &, bool) {
}
void NullAudioService::play(const fggl::audio::AudioClipShort &, bool) {
}
auto NullAudio::factory(modules::ServiceName service, modules::Services &services) -> bool{
if (service == SERVICE_AUDIO_PLAYBACK) {
services.bind<audio::AudioService, audio::NullAudioService>();
return true;
}
return false;
}
} // namespace fggl::audio
\ No newline at end of file
...@@ -18,7 +18,8 @@ else () ...@@ -18,7 +18,8 @@ else ()
endif () endif ()
target_sources(fggl target_sources(fggl
PRIVATE PRIVATE
audio.cpp audio.cpp
) module.cpp
)
...@@ -27,28 +27,98 @@ ...@@ -27,28 +27,98 @@
*/ */
#include "fggl/audio/openal/audio.hpp" #include "fggl/audio/openal/audio.hpp"
#include "fggl/data/storage.hpp" #include "fggl/assets/types.hpp"
#include "fggl/assets/manager.hpp"
#include "../../stb/stb_vorbis.h"
namespace fggl::audio::openal { namespace fggl::audio::openal {
auto load_vorbis(assets::Loader* /*loader*/, const assets::AssetID &guid, const assets::LoaderContext &data, void* userPtr) -> assets::AssetRefRaw {
auto *manager = static_cast<assets::AssetManager*>(userPtr);
auto filePath = data.assetPath;
// vorbis
auto* clip = new AudioClipShort();
clip->sampleCount = stb_vorbis_decode_filename( filePath.c_str(), &clip->channels, &clip->sampleRate, &clip->data);
debug::info("clip loaded: channels={}, sampleRate={}, sampleCount={}", clip->channels, clip->sampleRate, clip->sampleCount);
if ( clip->sampleCount == -1 ) {
return nullptr;
}
manager->set(guid, clip);
return nullptr;
}
auto load_vorbis_short(std::filesystem::path path, assets::MemoryBlock& /*block*/) -> bool {
// vorbis
auto* clip = new AudioClipShort();
clip->sampleCount = stb_vorbis_decode_filename( path.c_str(), &clip->channels, &clip->sampleRate, &clip->data);
debug::info("clip loaded: channels={}, sampleRate={}, sampleCount={}", clip->channels, clip->sampleRate, clip->sampleCount);
return clip->sampleCount != 1;
}
auto check_vorbis(const std::filesystem::path& path ) -> assets::AssetTypeID {
if ( path.extension() != ".ogg" ) {
return assets::INVALID_ASSET_TYPE;
}
auto* clip = new AudioClipShort();
clip->sampleCount = stb_vorbis_decode_filename( path.c_str(), &clip->channels, &clip->sampleRate, &clip->data);
if ( clip->sampleCount == -1 ) {
return assets::INVALID_ASSET_TYPE;
}
delete clip;
return ASSET_CLIP_SHORT;
}
void AudioSource::play(const AudioClipShort &clip, bool looping) {
check_error("pre play");
AudioType format = clip.channels == 1 ? AudioType::MONO_16 : AudioType::STEREO_16;
m_splat.setData(format, clip.data, clip.size(), clip.sampleRate);
check_error("saving to buffer");
play(m_splat, looping);
check_error("post play");
}
void AudioServiceOAL::play(const std::string &filename, bool looping) { void AudioServiceOAL::play(const std::string &filename, bool looping) {
debug::info("beginning audio: {}", filename);
// load audio clip into temp storage // load audio clip into temp storage
AudioClip clip; auto assetRef = assets::make_asset_id_rt("core", filename);
bool result = m_storage->load(data::StorageType::Data, filename, &clip); auto* clip = m_assets->get<AudioClipShort>(assetRef);
if (!result) { if ( clip == nullptr ) {
std::cerr << "error: can't load audio data" << std::endl; debug::warning("audio asset requested, but not loaded: {}", filename);
return; return;
} }
play(clip, looping); play(*clip, looping);
debug::info("played audio: {}", filename);
} }
void AudioServiceOAL::play(AudioClip &clip, bool looping) { void AudioServiceOAL::play(const AudioClipShort &clip, bool looping) {
// play the audio on the default (non-positioned) source if ( m_defaultSource == nullptr ){
if (m_defaultSource != nullptr) { return;
m_defaultSource->play(clip, looping);
} }
// play the audio on the default (non-positioned) source
m_defaultSource->play(clip, looping);
}
void AudioServiceOAL::release() {
m_defaultSource = nullptr;
alcMakeContextCurrent(nullptr);
alcDestroyContext(m_context);
alcCloseDevice(m_device);
m_context = nullptr;
m_device = nullptr;
} }
} }
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 05/11/22.
//
#include "fggl/audio/openal/module.hpp"
namespace fggl::audio {
auto OpenAL::factory(modules::ServiceName service, modules::Services &services) -> bool {
if (service == SERVICE_AUDIO_PLAYBACK) {
auto* assets = services.get<assets::AssetManager>();
{
auto *assetLoader = services.get<assets::Loader>();
assetLoader->setFactory( ASSET_CLIP_SHORT, openal::load_vorbis, assets::LoadType::PATH);
}
{
auto *checkin = services.get<assets::CheckinAdapted>();
checkin->setLoader( RES_OGG_VORBIS, openal::load_vorbis_short, openal::check_vorbis );
}
services.bind<audio::AudioService, openal::AudioServiceOAL>(assets);
return true;
}
return false;
}
}
\ No newline at end of file
...@@ -15,7 +15,6 @@ ...@@ -15,7 +15,6 @@
#include "fggl/data/storage.hpp" #include "fggl/data/storage.hpp"
#include "fggl/audio/audio.hpp" #include "fggl/audio/audio.hpp"
#include "../stb/stb_vorbis.h"
namespace fggl::audio { namespace fggl::audio {
...@@ -23,13 +22,4 @@ namespace fggl::audio { ...@@ -23,13 +22,4 @@ namespace fggl::audio {
namespace fggl::data { namespace fggl::data {
template<>
bool fggl_deserialize<audio::AudioClip>(std::filesystem::path &data, audio::AudioClip *out) {
out->sampleCount = stb_vorbis_decode_filename(data.string().c_str(),
&out->channels,
&out->sampleRate,
&out->data);
return out->sampleCount != -1;
}
} // namespace fggl::data } // namespace fggl::data
find_package(assimp CONFIG)
if (MSVC)
target_link_libraries(${PROJECT_NAME} PUBLIC assimp::assimp)
else ()
target_link_libraries(${PROJECT_NAME} PUBLIC assimp)
endif ()
target_sources(fggl
PRIVATE
module.cpp
image.cpp
)
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 22/10/22.
//
#define STB_IMAGE_IMPLEMENTATION
#include "../../stb/stb_image.h"
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 18/10/22.
//
#include "fggl/data/assimp/module.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/mesh/mesh.hpp"
#include "../../stb/stb_image.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <filesystem>
namespace fggl::data::models {
constexpr auto convert(aiVector3D& vec) -> math::vec3 {
return {vec.x, vec.y, vec.z};
}
constexpr auto convert2(aiVector2D& vec) -> math::vec2 {
return {vec.x, vec.y};
}
constexpr auto convert2(aiVector3D& vec) -> math::vec2 {
return {vec.x, vec.y};
}
constexpr auto convert(aiColor3D& col) -> math::vec3 {
return {col.r, col.g, col.b};
}
static void process_mesh(mesh::Mesh3D& mesh, aiMesh* assimpMesh, const aiScene* scene, const std::vector<assets::AssetID>& assets) {
assert( assimpMesh != nullptr );
assert( scene != nullptr );
// process vertex data
for ( auto idx = 0U; idx < assimpMesh->mNumVertices; ++idx ) {
mesh::Vertex3D vertex{
.position = convert(assimpMesh->mVertices[idx]),
.normal = convert(assimpMesh->mNormals[idx])
};
if ( assimpMesh->mTextureCoords[0] != nullptr ) {
vertex.texPos = convert2( assimpMesh->mTextureCoords[0][idx] );
}
mesh.data.push_back(vertex);
}
// process faces (indexes)
for ( auto idx = 0U; idx < assimpMesh->mNumFaces; ++idx ) {
auto face = assimpMesh->mFaces[idx];
assert( face.mNumIndices == 3);
for ( auto vid = 0U; vid < face.mNumIndices; ++vid) {
mesh.indices.push_back( face.mIndices[vid] );
}
}
// process material
if ( assimpMesh->mMaterialIndex >= 0) {
mesh.material = assets[assimpMesh->mMaterialIndex];
}
}
static void process_node(mesh::MultiMesh3D& mesh, aiNode* node, const aiScene* scene, const std::vector<assets::AssetID>& assets) {
for ( auto idx = 0U; idx < node->mNumMeshes; ++idx ) {
auto *assimpMesh = scene->mMeshes[ node->mMeshes[idx] ];
// process assimp submesh
mesh::Mesh3D meshData;
process_mesh(meshData, assimpMesh, scene, assets);
mesh.meshes.push_back(meshData);
}
for ( auto idx = 0U; idx < node->mNumChildren; ++idx) {
process_node(mesh, node->mChildren[idx], scene, assets);
}
}
struct AssetStuff {
assets::Loader* loader;
assets::AssetManager* manager;
inline void checkLoaded(assets::AssetID asset) {
if (!manager->has(asset)) {
debug::info("triggered JIT upload for {}, use the chain loader", asset);
loader->load(asset);
}
}
inline auto isLoaded(assets::AssetID asset) const -> bool {
return manager->has(asset);
}
inline void set(assets::AssetID asset, auto* assetPtr) {
assert(assetPtr != nullptr);
manager->set(asset, assetPtr);
}
};
static auto process_texture( const aiTextureType type, const aiMaterial* assimpMat, AssetStuff& stuff, const assets::LoaderContext& config) -> std::vector<assets::AssetID> {
std::vector<assets::AssetID> matRefs;
matRefs.reserve( assimpMat->GetTextureCount(type) );
// iterate through things
for ( auto i = 0U ; i < assimpMat->GetTextureCount(type); ++i ) {
aiString texName;
assimpMat->GetTexture( type, i, &texName );
const auto texID = config.makeRef(texName.C_Str());
// trigger asset loading
stuff.checkLoaded( texID );
// assets
matRefs.push_back( texID );
}
return matRefs;
}
static auto process_mat_colour(const aiMaterial* mat, const char* name, int a1, int a2) -> math::vec3 {
aiColor3D col{0.0F, 0.0F, 0.0F};
mat->Get( name, a1, a2, col );
debug::info("read colour: {}, {}, {}, {}", name, col.r, col.g, col.b);
return convert(col);
}
static void process_material(const assets::AssetID& guid, aiMaterial* assimpMat, AssetStuff stuff, const assets::LoaderContext& config) {
auto* material = new mesh::Material();
debug::info("processing: {}", guid);
// for each material, calculate what it's name would be then request it
material->diffuseTextures = process_texture( aiTextureType_DIFFUSE, assimpMat, stuff, config );
material->normalTextures = process_texture( aiTextureType_NORMALS, assimpMat, stuff, config );
material->specularTextures = process_texture( aiTextureType_SPECULAR, assimpMat, stuff, config );
material->ambient = process_mat_colour( assimpMat, AI_MATKEY_COLOR_AMBIENT );
material->diffuse = process_mat_colour( assimpMat, AI_MATKEY_COLOR_DIFFUSE );
material->specular = process_mat_colour( assimpMat, AI_MATKEY_COLOR_SPECULAR );
stuff.set( guid, material );
}
auto load_assimp_model(assets::Loader* loader, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr) -> assets::AssetRefRaw {
// auto *filePath = std::get<assets::AssetPath *>(data);
auto filePath = data.assetPath;
AssetStuff stuff {
.loader = loader,
.manager = (assets::AssetManager*)userPtr
};
if ( stuff.isLoaded(guid) ) {
// asset in DB, what do you want me to do?
return nullptr;
}
// assimp stuff
Assimp::Importer importer;
// import the scene from disk
const aiScene *scene = importer.ReadFile(filePath.c_str(), aiProcessPreset_TargetRealtime_Fast | aiProcess_FlipUVs);
if ( scene == nullptr || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) != 0 || scene->mRootNode == nullptr ) {
debug::warning("unable to load required model asset");
return nullptr;
}
debug::debug("Processing assimp mesh, {} meshes, {} materials, {} textures", scene->mNumMeshes, scene->mNumMaterials, scene->mNumTextures);
// calculate the mapping from material => asset mappings
auto parentRel = std::filesystem::relative( filePath.parent_path(), filePath.parent_path().parent_path() );
std::vector<assets::AssetID> matAssets;
for ( auto idx = 0U; idx < scene->mNumMaterials; ++idx ) {
aiString matName = scene->mMaterials[idx]->GetName();
auto matRel = parentRel / matName.C_Str();
matAssets.push_back( assets::make_asset_id_rt( data.pack, matRel ) );
}
// now we can try importing the mesh data
auto* packedMesh = new mesh::MultiMesh3D();
process_node( *packedMesh, scene->mRootNode, scene, matAssets);
// now we try importing the materials
for (auto idx = 0U; idx < scene->mNumMaterials; ++idx ) {
process_material( matAssets[idx], scene->mMaterials[idx], stuff, data );
}
// FIXME asset loading system needs rework, this is bonkers.
stuff.set(guid, packedMesh);
return nullptr;
}
auto load_assimp_texture(assets::Loader* /*loader*/, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr) -> assets::AssetRefRaw {
auto* manager = (assets::AssetManager*)userPtr;
if ( manager->has(guid) ) {
// already loaded.
return nullptr;
}
auto filePath = data.assetPath;
stbi_set_flip_vertically_on_load(1);
//load the texture data into memory
auto* image = new data::Texture2D();
image->data = stbi_load(filePath.c_str(), &image->size.x, &image->size.y, &image->channels, 3);
if ( image->data == nullptr ) {
debug::warning("error reading texture: {}", stbi_failure_reason());
return nullptr;
} else {
debug::info("image reports it loaded correctly, adding {} to database", guid);
manager->set(guid, image );
}
return nullptr;
}
auto load_tex_stb(const std::filesystem::path& filePath, assets::MemoryBlock& block) -> bool {
stbi_set_flip_vertically_on_load(1);
//load the texture data into memory
auto* image = new data::Texture2D();
image->data = stbi_load(filePath.c_str(), &image->size.x, &image->size.y, &image->channels, 3);
if ( image->data == nullptr ) {
debug::warning("error reading texture: {}", stbi_failure_reason());
delete image;
return false;
} else {
// TODO pass metadata to loader in a sensible way
block.size = image->channels * image->size.x * image->size.y;
block.data = (std::byte*)image->data;
delete image;
return true;
}
}
auto is_tex_stb(const std::filesystem::path& filePath) -> assets::AssetTypeID {
// detect jpgs
if ( filePath.extension() == ".jpg" || filePath.extension() == ".jpeg" ) {
return TEXTURE_RGBA;
}
// detect png
if ( filePath.extension() == ".png" ) {
return TEXTURE_RGBA;
}
return assets::INVALID_ASSET_TYPE;
}
auto is_model_assimp(const std::filesystem::path& filePath) -> assets::AssetTypeID {
auto ext = filePath.extension().string();
std::transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
if ( ext == ".obj" || ext == ".fbx" ) {
return MODEL_MULTI3D;
}
return assets::INVALID_ASSET_TYPE;
}
auto extract_requirements(const std::string& packName, const std::filesystem::path& packRoot, assets::ResourceRecord& rr) -> bool {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( rr.m_path, aiProcess_Triangulate | aiProcess_FlipUVs);
if ( !scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode ) {
debug::warning("unable to load required model asset");
return false;
}
// we want to find out about dependencies
auto baseDir = std::filesystem::relative( rr.m_path.parent_path(), packRoot );
for ( auto idx = 0U; idx < scene->mNumMaterials; ++idx) {
const auto *mat = scene->mMaterials[idx];
std::array matTypes { aiTextureType_DIFFUSE, aiTextureType_NORMALS, aiTextureType_SPECULAR };
for ( auto& matType : matTypes ) {
const auto diffCount = mat->GetTextureCount(matType);
for (auto idx2 = 0U; idx2 < diffCount; ++idx2) {
aiString texName;
mat->GetTexture(matType, idx2, &texName);
auto assetPath = baseDir / texName.C_Str();
auto assetRequired = assets::make_asset_id_rt(packName, assetPath);
rr.m_requires.push_back(assetRequired);
}
}
}
return true;
}
auto AssimpModule::factory(modules::ServiceName service, modules::Services &serviceManager) -> bool {
if ( service == MODEL_PROVIDER ) {
auto* assetLoader = serviceManager.get<assets::Loader>();
assetLoader->setFactory( MODEL_MULTI3D, load_assimp_model, assets::LoadType::PATH );
assetLoader->setFactory( TEXTURE_RGBA, load_assimp_texture, assets::LoadType::PATH );
// new loading system
auto* checkin = serviceManager.get<assets::CheckinAdapted>();
checkin->setLoader( MIME_JPG, load_tex_stb, is_tex_stb );
checkin->setLoader( MIME_PNG, load_tex_stb, is_tex_stb );
checkin->setLoader( MIME_OBJ, assets::NEEDS_CHECKIN, is_model_assimp );
checkin->setLoader( MIME_FBX, assets::NEEDS_CHECKIN, is_model_assimp );
checkin->setProcessor( MIME_OBJ, extract_requirements);
checkin->setProcessor( MIME_FBX, extract_requirements );
return false;
}
return false;
}
} // namespace fggl::data
...@@ -29,7 +29,7 @@ namespace fggl::data { ...@@ -29,7 +29,7 @@ namespace fggl::data {
const int gridOffset = sizeX * sizeY; const int gridOffset = sizeX * sizeY;
// calculate normals for each triangle // calculate normals for each triangle
math::vec3 *triNormals = new math::vec3[sizeX * sizeY * 2]; auto *triNormals = new math::vec3[sizeX * sizeY * 2];
for (int i = 0; i < sizeX - 1; i++) { for (int i = 0; i < sizeX - 1; i++) {
for (int j = 0; j < sizeY - 1; j++) { for (int j = 0; j < sizeY - 1; j++) {
// calculate vertex // calculate vertex
...@@ -57,7 +57,7 @@ namespace fggl::data { ...@@ -57,7 +57,7 @@ namespace fggl::data {
const auto lastRow = (i == sizeX - 1); const auto lastRow = (i == sizeX - 1);
const auto lastCol = (i == sizeY - 1); const auto lastCol = (i == sizeY - 1);
auto finalNormal = glm::vec3(0.0f, 0.0f, 0.0f); auto finalNormal = glm::vec3(0.0F, 0.0F, 0.0F);
if (!firstRow && !firstCol) { if (!firstRow && !firstCol) {
finalNormal += triNormals[idx(i - 1, j - 1, sizeY)]; finalNormal += triNormals[idx(i - 1, j - 1, sizeY)];
...@@ -78,7 +78,7 @@ namespace fggl::data { ...@@ -78,7 +78,7 @@ namespace fggl::data {
} }
locations[idx(i, j, sizeY)].normal = locations[idx(i, j, sizeY)].normal =
glm::normalize(finalNormal) * -1.0f; //FIXME the normals seem wrong. glm::normalize(finalNormal) * -1.0F; //FIXME the normals seem wrong.
} }
} }
delete[] triNormals; delete[] triNormals;
...@@ -98,8 +98,8 @@ namespace fggl::data { ...@@ -98,8 +98,8 @@ namespace fggl::data {
auto zPos = float(z); auto zPos = float(z);
std::size_t idx1 = idx(x, z, data::heightMaxZ); std::size_t idx1 = idx(x, z, data::heightMaxZ);
locations[idx1].colour = fggl::math::vec3(1.0f, 1.0f, 1.0f); locations[idx1].colour = fggl::math::vec3(1.0F, 1.0F, 1.0F);
locations[idx1].posititon = math::vec3(-0.5f + xPos, level, -0.5f - zPos); locations[idx1].posititon = math::vec3(-0.5F + xPos, level, -0.5F - zPos);
} }
} }
gridVertexNormals(locations.data()); gridVertexNormals(locations.data());
......
...@@ -28,13 +28,13 @@ void Mesh::pushIndex(unsigned int idx) { ...@@ -28,13 +28,13 @@ void Mesh::pushIndex(unsigned int idx) {
m_index.push_back(idx); m_index.push_back(idx);
} }
Mesh::IndexType Mesh::pushVertex(Vertex vert) { auto Mesh::pushVertex(Vertex vert) -> Mesh::IndexType {
auto idx = m_verts.size(); auto idx = m_verts.size();
m_verts.push_back(vert); m_verts.push_back(vert);
return idx; return idx;
} }
Mesh::IndexType Mesh::indexOf(Vertex term) { auto Mesh::indexOf(Vertex term) -> Mesh::IndexType {
auto itr = std::find(m_verts.begin(), m_verts.end(), term); auto itr = std::find(m_verts.begin(), m_verts.end(), term);
if (itr == m_verts.end()) { if (itr == m_verts.end()) {
return INVALID_IDX; return INVALID_IDX;
......
...@@ -20,7 +20,7 @@ ...@@ -20,7 +20,7 @@
namespace fggl::data { namespace fggl::data {
bool LocalStorage::factory(modules::ModuleService service, modules::Services &data) { auto LocalStorage::factory(modules::ServiceName service, modules::Services &data) -> bool {
if (service == SERVICE_STORAGE) { if (service == SERVICE_STORAGE) {
// FIXME: no easy way to set the application name // FIXME: no easy way to set the application name
auto pathConfig = fggl::platform::calc_engine_paths("fggl-demo"); auto pathConfig = fggl::platform::calc_engine_paths("fggl-demo");
......
...@@ -17,64 +17,63 @@ ...@@ -17,64 +17,63 @@
#include <fggl/data/model.hpp> #include <fggl/data/model.hpp>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <iostream>
#include <array> #include <array>
#include <glm/geometric.hpp> #include <glm/geometric.hpp>
#include "fggl/mesh/mesh.hpp"
using namespace fggl::data; using namespace fggl::data;
// from https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal // from https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
static glm::vec3 calcSurfaceNormal(glm::vec3 vert1, glm::vec3 vert2, glm::vec3 vert3) { static auto calcSurfaceNormal(glm::vec3 vert1, glm::vec3 vert2, glm::vec3 vert3) -> glm::vec3 {
const glm::vec3 edge1 = vert2 - vert1; const glm::vec3 edge1 = vert2 - vert1;
const glm::vec3 edge2 = vert3 - vert1; const glm::vec3 edge2 = vert3 - vert1;
return glm::normalize(glm::cross(edge1, edge2)); return glm::normalize(glm::cross(edge1, edge2));
} }
static void computeNormalsDirect(fggl::data::Mesh &mesh, const fggl::data::Mesh::IndexType *colIdx, int nPoints) { static void computeNormalsDirect(fggl::mesh::Mesh3D &mesh, const fggl::data::Mesh::IndexType *colIdx, int nPoints) {
// we're assuming all the normals are zero... // we're assuming all the normals are zero...
for (int i = 0; i < nPoints; i++) { for (int i = 0; i < nPoints; i++) {
auto &vertex = mesh.vertex(colIdx[i]); auto &vertex = mesh.data[colIdx[i]];
vertex.normal = glm::vec3(0.0F); vertex.normal = glm::vec3(0.0F);
} }
// We're assuming each vertex appears only once (because we're not indexed) // We're assuming each vertex appears only once (because we're not indexed)
for (int i = 0; i < nPoints; i += 3) { for (int i = 0; i < nPoints; i += 3) {
auto &v1 = mesh.vertex(colIdx[i]); auto &v1 = mesh.data[colIdx[i]];
auto &v2 = mesh.vertex(colIdx[i + 1]); auto &v2 = mesh.data[colIdx[i + 1]];
auto &v3 = mesh.vertex(colIdx[i + 2]); auto &v3 = mesh.data[colIdx[i + 2]];
const glm::vec3 normal = glm::normalize(calcSurfaceNormal(v1.posititon, v2.posititon, v3.posititon)); const glm::vec3 normal = glm::normalize(calcSurfaceNormal(v1.position, v2.position, v3.position));
v1.normal = normal; v1.normal = normal;
v2.normal = normal; v2.normal = normal;
v3.normal = normal; v3.normal = normal;
} }
} }
static void compute_normals(fggl::data::Mesh &mesh, static void compute_normals(fggl::mesh::Mesh3D &mesh,
const std::vector<Mesh::IndexType> &idxList, // source index const std::vector<Mesh::IndexType> &idxList, // source index
const std::vector<Mesh::IndexType> &idxMapping // source-to-mesh lookup const std::vector<Mesh::IndexType> &idxMapping // source-to-mesh lookup
) { ) {
// clear the normals, so the summation below works correctly // clear the normals, so the summation below works correctly
for (auto vertexIndex : idxMapping) { for (auto vertexIndex : idxMapping) {
auto &vertex = mesh.vertex(vertexIndex); auto &vertex = mesh.data[vertexIndex];
vertex.normal = ILLEGAL_NORMAL; vertex.normal = ILLEGAL_NORMAL;
} }
// we need to calculate the contribution for each vertex // we need to calculate the contribution for each vertex
// this assumes IDXList describes a raw triangle list (ie, not quads and not a strip) // this assumes IDXList describes a raw triangle list (ie, not quads and not a strip)
for (std::size_t i = 0; i < idxList.size(); i += 3) { for (std::size_t i = 0; i < idxList.size(); i += 3) {
auto &v1 = mesh.vertex(idxMapping[idxList[i]]); auto &v1 = mesh.data[ idxMapping[idxList[i]] ];
auto &v2 = mesh.vertex(idxMapping[idxList[i + 1]]); auto &v2 = mesh.data[ idxMapping[idxList[i + 1]] ];
auto &v3 = mesh.vertex(idxMapping[idxList[i + 2]]); auto &v3 = mesh.data[ idxMapping[idxList[i + 2]] ];
// calculate the normal and area (formula for area the math textbook) // calculate the normal and area (formula for area the math textbook)
float area = glm::length(glm::cross(v3.posititon - v2.posititon, v1.posititon - v3.posititon)) / 2; float area = glm::length(glm::cross(v3.position - v2.position, v1.position - v3.position)) / 2;
auto faceNormal = calcSurfaceNormal(v1.posititon, v2.posititon, v3.posititon); auto faceNormal = calcSurfaceNormal(v1.position, v2.position, v3.position);
// weight the normal according to the area of the surface (bigger area = more impact) // weight the normal according to the area of the surface (bigger area = more impact)
v1.normal += area * faceNormal; v1.normal += area * faceNormal;
...@@ -84,12 +83,12 @@ static void compute_normals(fggl::data::Mesh &mesh, ...@@ -84,12 +83,12 @@ static void compute_normals(fggl::data::Mesh &mesh,
// re-normalise the normals // re-normalise the normals
for (unsigned int vertexIndex : idxMapping) { for (unsigned int vertexIndex : idxMapping) {
auto &vertex = mesh.vertex(vertexIndex); auto &vertex = mesh.data[vertexIndex];
vertex.normal = glm::normalize(vertex.normal); vertex.normal = glm::normalize(vertex.normal);
} }
} }
static void populateMesh(fggl::data::Mesh &mesh, const fggl::math::mat4 transform, static void populateMesh(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 transform,
const int nIdx, const fggl::math::vec3 *pos, const Mesh::IndexType *idx) { const int nIdx, const fggl::math::vec3 *pos, const Mesh::IndexType *idx) {
auto *colIdx = new fggl::data::Mesh::IndexType[nIdx]; auto *colIdx = new fggl::data::Mesh::IndexType[nIdx];
...@@ -97,8 +96,8 @@ static void populateMesh(fggl::data::Mesh &mesh, const fggl::math::mat4 transfor ...@@ -97,8 +96,8 @@ static void populateMesh(fggl::data::Mesh &mesh, const fggl::math::mat4 transfor
// generate mesh // generate mesh
for (int i = 0; i < nIdx; i++) { for (int i = 0; i < nIdx; i++) {
glm::vec3 rawPos = transform * glm::vec4(pos[idx[i]], 1.0); glm::vec3 rawPos = transform * glm::vec4(pos[idx[i]], 1.0);
colIdx[i] = mesh.pushVertex(Vertex::from_pos(rawPos)); colIdx[i] = mesh.append(fggl::mesh::Vertex3D::from_pos(rawPos));
mesh.pushIndex(colIdx[i]); mesh.indices.push_back(colIdx[i]);
} }
computeNormalsDirect(mesh, colIdx, nIdx); computeNormalsDirect(mesh, colIdx, nIdx);
...@@ -106,7 +105,7 @@ static void populateMesh(fggl::data::Mesh &mesh, const fggl::math::mat4 transfor ...@@ -106,7 +105,7 @@ static void populateMesh(fggl::data::Mesh &mesh, const fggl::math::mat4 transfor
delete[] colIdx; delete[] colIdx;
} }
static void populateMesh(fggl::data::Mesh &mesh, static void populateMesh(fggl::mesh::Mesh3D &mesh,
const fggl::math::mat4 transform, const fggl::math::mat4 transform,
const std::vector<fggl::math::vec3> &posList, const std::vector<fggl::math::vec3> &posList,
const std::vector<fggl::data::Mesh::IndexType> &idxList) { const std::vector<fggl::data::Mesh::IndexType> &idxList) {
...@@ -118,12 +117,13 @@ static void populateMesh(fggl::data::Mesh &mesh, ...@@ -118,12 +117,13 @@ static void populateMesh(fggl::data::Mesh &mesh,
// clion this thinks this loop is infinite, my assumption is it's gone bananas // clion this thinks this loop is infinite, my assumption is it's gone bananas
for (std::size_t i = 0; i < posList.size(); ++i) { for (std::size_t i = 0; i < posList.size(); ++i) {
glm::vec3 position = transform * fggl::math::vec4(posList[i], 1.0F); glm::vec3 position = transform * fggl::math::vec4(posList[i], 1.0F);
colIdx[i] = mesh.pushVertex(Vertex::from_pos(position)); auto vert = fggl::mesh::Vertex3D::from_pos(position);
colIdx[i] = mesh.append(vert);
} }
// use the remapped indexes for the mesh // use the remapped indexes for the mesh
for (auto idx : idxList) { for (auto idx : idxList) {
mesh.pushIndex(colIdx[idx]); mesh.indices.push_back(colIdx[idx]);
} }
compute_normals(mesh, idxList, colIdx); compute_normals(mesh, idxList, colIdx);
...@@ -152,7 +152,7 @@ namespace fggl::data { ...@@ -152,7 +152,7 @@ namespace fggl::data {
} }
} }
void make_sphere(Mesh &mesh, const math::mat4 &offset, uint32_t slices, uint32_t stacks) { void make_sphere(fggl::mesh::Mesh3D &mesh, const math::mat4 &offset, uint32_t slices, uint32_t stacks) {
std::vector<math::vec3> positions; std::vector<math::vec3> positions;
...@@ -183,7 +183,7 @@ namespace fggl::data { ...@@ -183,7 +183,7 @@ namespace fggl::data {
} // namespace fggl::data } // namespace fggl::data
fggl::data::Mesh fggl::data::make_triangle() { auto fggl::data::make_triangle() -> fggl::data::Mesh {
constexpr fggl::math::vec3 pos[]{ constexpr fggl::math::vec3 pos[]{
{-0.5F, -0.5F, 0.0F}, {-0.5F, -0.5F, 0.0F},
{0.5F, -0.5F, 0.0F}, {0.5F, -0.5F, 0.0F},
...@@ -204,7 +204,7 @@ fggl::data::Mesh fggl::data::make_triangle() { ...@@ -204,7 +204,7 @@ fggl::data::Mesh fggl::data::make_triangle() {
return mesh; return mesh;
} }
fggl::data::Mesh fggl::data::make_quad_xy() { auto fggl::data::make_quad_xy() -> fggl::data::Mesh {
constexpr fggl::math::vec3 pos[]{ constexpr fggl::math::vec3 pos[]{
{-0.5F, -0.5F, 0.0F}, {-0.5F, -0.5F, 0.0F},
{0.5F, -0.5F, 0.0F}, {0.5F, -0.5F, 0.0F},
...@@ -229,7 +229,7 @@ fggl::data::Mesh fggl::data::make_quad_xy() { ...@@ -229,7 +229,7 @@ fggl::data::Mesh fggl::data::make_quad_xy() {
return mesh; return mesh;
} }
fggl::data::Mesh fggl::data::make_quad_xz() { auto fggl::data::make_quad_xz() -> fggl::data::Mesh {
constexpr std::array<fggl::math::vec3, 4> pos{{ constexpr std::array<fggl::math::vec3, 4> pos{{
{-0.5F, 0.0F, -0.5F}, {-0.5F, 0.0F, -0.5F},
{0.5F, 0.0F, -0.5F}, {0.5F, 0.0F, -0.5F},
...@@ -254,7 +254,7 @@ fggl::data::Mesh fggl::data::make_quad_xz() { ...@@ -254,7 +254,7 @@ fggl::data::Mesh fggl::data::make_quad_xz() {
return mesh; return mesh;
} }
fggl::data::Mesh fggl::data::make_cube(fggl::data::Mesh &mesh, const fggl::math::mat4 &transform) { auto fggl::data::make_cube(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7 // done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
constexpr std::array<fggl::math::vec3, 8> pos{{ constexpr std::array<fggl::math::vec3, 8> pos{{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP {-0.5, 0.5, -0.5}, // 0 TOP LOOP
...@@ -285,7 +285,7 @@ fggl::data::Mesh fggl::data::make_cube(fggl::data::Mesh &mesh, const fggl::math: ...@@ -285,7 +285,7 @@ fggl::data::Mesh fggl::data::make_cube(fggl::data::Mesh &mesh, const fggl::math:
return mesh; return mesh;
} }
fggl::data::Mesh fggl::data::make_slope(fggl::data::Mesh &mesh, const fggl::math::mat4 &transform) { auto fggl::data::make_slope(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7 // done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
// FIXME remove 2 and 3 and renumber the index list accordingly // FIXME remove 2 and 3 and renumber the index list accordingly
...@@ -316,7 +316,7 @@ fggl::data::Mesh fggl::data::make_slope(fggl::data::Mesh &mesh, const fggl::math ...@@ -316,7 +316,7 @@ fggl::data::Mesh fggl::data::make_slope(fggl::data::Mesh &mesh, const fggl::math
return mesh; return mesh;
} }
fggl::data::Mesh fggl::data::make_ditch(fggl::data::Mesh &mesh, const fggl::math::mat4 &transform) { auto fggl::data::make_ditch(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7 // done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
// FIXME remove 2 and renumber the index list accordingly // FIXME remove 2 and renumber the index list accordingly
...@@ -349,7 +349,7 @@ fggl::data::Mesh fggl::data::make_ditch(fggl::data::Mesh &mesh, const fggl::math ...@@ -349,7 +349,7 @@ fggl::data::Mesh fggl::data::make_ditch(fggl::data::Mesh &mesh, const fggl::math
return mesh; return mesh;
} }
fggl::data::Mesh fggl::data::make_point(fggl::data::Mesh &mesh, const fggl::math::mat4 &transform) { auto fggl::data::make_point(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7 // done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
constexpr fggl::math::vec3 pos[]{ constexpr fggl::math::vec3 pos[]{
......
...@@ -21,9 +21,9 @@ ...@@ -21,9 +21,9 @@
struct GLFWwindow; struct GLFWwindow;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow *window, bool install_callbacks); IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForOpenGL(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow *window, bool install_callbacks); IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForVulkan(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow *window, bool install_callbacks); IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForOther(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
......
...@@ -25,15 +25,15 @@ ...@@ -25,15 +25,15 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
// Backend API // Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char *glsl_version = NULL); IMGUI_IMPL_API auto ImGui_ImplOpenGL3_Init(const char *glsl_version = nullptr) -> bool;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData *draw_data); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData *draw_data);
// (Optional) Called by Init/NewFrame/Shutdown // (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); IMGUI_IMPL_API auto ImGui_ImplOpenGL3_CreateFontsTexture() -> bool;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API auto ImGui_ImplOpenGL3_CreateDeviceObjects() -> bool;
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL ES versions // Specific OpenGL ES versions
......