hemoglobinuria boob

This commit is contained in:
MallocNull 2018-09-12 16:36:03 -05:00
parent dfd36ac93d
commit d4efb11dd1
28 changed files with 8 additions and 965 deletions

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@ -22,8 +22,8 @@ set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS
#find_package(SDL2_image REQUIRED)
file(GLOB_RECURSE client_src
"src/common/*.hpp"
"src/common/*.cpp"
#"src/common/*.hpp"
#"src/common/*.cpp"
"src/client/*.hpp"
"src/client/*.cpp"
)

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@ -1,14 +0,0 @@
#ifndef SOSC_CLIENT_COMMON_H
#define SOSC_CLIENT_COMMON_H
#include <string>
#ifdef SOSC_DEBUG
#define SOSC_RESOURCE_PATH (std::string("../resources/client/"))
#else
#define SOSC_RESOURCE_PATH (std::string("resources/"))
#endif
#define SOSC_RESC(X) (SOSC_RESOURCE_PATH + std::string(X))
#endif

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@ -1,115 +1,12 @@
#include <SDL.h>
#include <GLM/glm.hpp>
#include <GLM/gtc/matrix_transform.hpp>
#include <GL/glew.h>
#include <emscripten.h>
#include <iostream>
#include "ui/font.hpp"
#include "shaders/test.hpp"
struct {
SDL_Window* window;
} _ctx;
void setColor(float r, float g, float b, SDL_Window* window) {
glClearColor(r, g, b, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(window);
}
void setupOrthoMode() {
}
void draw();
sosc::ui::Text text;
SDL_Window* window;
int main(int argc, char* argv[]) {
using namespace sosc;
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
printf(SDL_GetError());
return -1;
}
atexit(SDL_Quit);
window = SDL_CreateWindow(
"SockScape Client",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
640, 480,
SDL_WINDOW_OPENGL
);
SDL_GL_LoadLibrary(nullptr);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetSwapInterval(1);
auto ctx = SDL_GL_CreateContext(window);
if(ctx == nullptr)
return -1;
#ifndef __APPLE__
if(glewInit() != GLEW_OK)
return -1;
#endif
ui::font_init_subsystem(window);
ui::Font scapeFont(
SOSC_RESC("fonts/scape.bmp"),
SOSC_RESC("fonts/scape.dat")
);
ui::font_set_default(&scapeFont);
text = ui::Text(75, glm::vec4(1, 0, 0, 1), "test", 100, 100, 400);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
emscripten_set_main_loop(draw, 30, 1);
/*ui::font_deinit_subsystem();
SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(window);*/
return 0;
}
void draw() {
using namespace sosc;
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(.25, .25, .25, 1);
text.Render();
SDL_GL_SwapWindow(window);
SDL_Event event;
while(SDL_PollEvent(&event)) {
/*if(event.type == SDL_QUIT)
running = false;*/
if(event.type == SDL_WINDOWEVENT &&
event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
glViewport(0, 0, event.window.data1, event.window.data2);
ui::font_window_changed(window);
}
if(event.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) {
/*case SDLK_ESCAPE:
running = false;
break;*/
default:
break;
}
}
}
int main(int argc, char** argv) {
}

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@ -1,88 +0,0 @@
#include "_shader.hpp"
sosc::shdr::Shader::Shader() : loaded(false) {}
bool sosc::shdr::Shader::Load() {
if(this->loaded)
return true;
program = glCreateProgram();
PrepareLoad();
this->loaded = true;
return true;
}
void sosc::shdr::Shader::Start() const {
if(!this->loaded)
return;
glUseProgram(this->program);
}
void sosc::shdr::Shader::Stop() const {
if(!this->loaded)
return;
glUseProgram(0);
}
void sosc::shdr::Shader::Unload() {
if(!this->loaded)
return;
PrepareUnload();
glDeleteProgram(this->program);
this->loaded = false;
}
void sosc::shdr::Shader::AttachSource
(const std::string& fileName, GLuint shaderType)
{
if(this->loaded)
return;
GLuint shader = glCreateShader(shaderType);
std::ifstream file(fileName);
std::stringstream ss;
ss << file.rdbuf();
std::string source = ss.str();
const char* src = source.c_str();
glShaderSource(shader, 1, (const GLchar**)&src, nullptr);
glCompileShader(shader);
GLint tmpBuf;
glGetShaderiv(shader, GL_COMPILE_STATUS, &tmpBuf);
if(tmpBuf == GL_FALSE) {
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &tmpBuf);
auto msg = new char[tmpBuf];
glGetShaderInfoLog(shader, tmpBuf, nullptr, msg);
throw ShaderCompilationException(fileName, msg);
}
glAttachShader(this->program, shader);
this->shaders.push_back(shader);
}
void sosc::shdr::Shader::LinkProgram() {
glLinkProgram(this->program);
for(const auto& shader : this->shaders)
glDeleteShader(shader);
}
void sosc::shdr::Shader::LoadUniforms(std::vector<std::string> names) {
if(this->loaded)
return;
GLint id;
this->locations.clear();
for(const auto& name : names) {
if((id = glGetUniformLocation(this->program, name.c_str())) == -1)
0;//throw ShaderUniformException(name);
this->locations.push_back(id);
}
}

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@ -1,96 +0,0 @@
#ifndef SOSC_SHADER_CORE_H
#define SOSC_SHADER_CORE_H
#include "common.hpp"
#include <GL/glew.h>
#include <vector>
#include <exception>
#include <sstream>
#include <fstream>
namespace sosc {
namespace shdr {
struct ShaderLoadingException : public std::exception {
public:
ShaderLoadingException(const std::string& errorInfo) {
this->errorInfo = errorInfo;
}
const char* what() noexcept {
return this->errorInfo.c_str();
}
private:
std::string errorInfo;
};
struct ShaderCompilationException : public std::exception {
public:
ShaderCompilationException
(const std::string& shaderName, const std::string& errorInfo)
{
std::stringstream ss;
ss << "Error in '" << shaderName << "': " << errorInfo;
this->errorInfo = ss.str();
}
const char* what() noexcept {
return this->errorInfo.c_str();
}
private:
std::string errorInfo;
};
struct ShaderUniformException : public std::exception {
public:
explicit ShaderUniformException(const std::string& uniformName) {
std::stringstream ss;
ss << "Could not find uniform '" << uniformName << "'.";
this->errorInfo = ss.str();
}
const char* what() noexcept {
return this->errorInfo.c_str();
}
private:
std::string errorInfo;
};
class Shader {
public:
Shader();
bool Load();
void Start() const;
inline GLint operator[] (std::vector<GLint>::size_type index) {
if(index >= locations.size())
return -1;
return locations[index];
}
inline GLint Uniform(std::vector<GLint>::size_type index) {
if(index >= locations.size())
return -1;
return locations[index];
}
void Stop() const;
void Unload();
protected:
virtual void PrepareLoad() = 0;
virtual void PrepareUnload() {};
void AttachSource(const std::string& fileName, GLuint shaderType);
void LinkProgram();
void LoadUniforms(std::vector<std::string> names);
private:
std::vector<GLint> locations;
std::vector<GLuint> shaders;
GLuint program;
bool loaded;
};
}}
#endif

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@ -1,45 +0,0 @@
#ifndef SOSC_SHADER_TEST_H
#define SOSC_SHADER_TEST_H
#include <SDL.h>
#include <GLM/glm.hpp>
#include <GLM/gtc/type_ptr.hpp>
#include "common.hpp"
#include "_shader.hpp"
namespace sosc {
namespace shdr {
class TestShader : public Shader {
public:
enum Uniforms {
ORTHO_MATRIX = 0,
GRAPHIC_SAMPLER
};
void UpdateWindow(SDL_Window* window) {
this->Start();
int width, height;
SDL_GetWindowSize(window, &width, &height);
glm::mat4 orthoMatrix = glm::ortho(0, width, height, 0);
glUniformMatrix4fv(
(*this)[ORTHO_MATRIX], 1, GL_FALSE, glm::value_ptr(orthoMatrix)
);
this->Stop();
}
protected:
void PrepareLoad() override {
this->AttachSource(SOSC_RESC("shaders/test.vert"), GL_VERTEX_SHADER);
this->AttachSource(SOSC_RESC("shaders/test.frag"), GL_VERTEX_SHADER);
this->LinkProgram();
this->LoadUniforms({
"orthoMatrix",
"graphicSampler"
});
}
};
}}
#endif

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@ -1,413 +0,0 @@
#include "font.hpp"
#define LILEND_UNPACK(X,N) \
(((uint32_t)(X)[N]) | \
((((uint32_t)(X)[(N)+1])) << 8u) | \
((((uint32_t)(X)[(N)+2])) << 16u) | \
((((uint32_t)(X)[(N)+3])) << 24u))
namespace sosc {
namespace ui {
class FontShader;
}}
// STATE STRUCT //
static struct {
sosc::ui::FontShader* shader;
sosc::ui::Font* default_font;
} _font_ctx;
// FONT SHADER CLASS //
namespace sosc {
namespace ui {
class FontShader : public sosc::shdr::Shader {
public:
enum Uniforms {
ORTHO_MATRIX = 0,
TRANSLATION_MATRIX,
FONT_BITMAP,
FONT_COLOR
};
void UpdateWindow(SDL_Window *window) {
this->Start();
int width, height;
SDL_GetWindowSize(window, &width, &height);
glm::mat4 orthoMatrix =
glm::ortho(0.f, (float)width, (float)height, 0.f);
glUniformMatrix4fv(
(*this)[ORTHO_MATRIX], 1, GL_FALSE,
glm::value_ptr(orthoMatrix)
);
this->Stop();
}
protected:
void PrepareLoad() override {
this->AttachSource(
SOSC_RESC("shaders/font/font.vert"), GL_VERTEX_SHADER
);
this->AttachSource(
SOSC_RESC("shaders/font/font.frag"), GL_FRAGMENT_SHADER
);
this->LinkProgram();
this->LoadUniforms({
"orthoMatrix",
"transMatrix",
"fontBitmap",
"fontColor"
});
}
};
}}
// SUBSYSTEM FUNCS //
void sosc::ui::font_init_subsystem(SDL_Window* window) {
_font_ctx.shader = new FontShader();
_font_ctx.shader->Load();
_font_ctx.shader->UpdateWindow(window);
_font_ctx.default_font = nullptr;
}
void sosc::ui::font_set_default(Font *font) {
_font_ctx.default_font = font;
}
void sosc::ui::font_window_changed(SDL_Window* window) {
_font_ctx.shader->UpdateWindow(window);
}
void sosc::ui::font_deinit_subsystem() {
_font_ctx.shader->Unload();
delete _font_ctx.shader;
}
// FONT CLASS //
sosc::ui::Font::Font
(const std::string& bitmapPath, const std::string& dataPath,
bool useNearest)
{
this->loaded = false;
if(!this->Load(bitmapPath, dataPath))
throw FontException(bitmapPath, dataPath);
}
bool sosc::ui::Font::Load
(const std::string& bitmapPath, const std::string& dataPath,
bool useNearest)
{
if(this->loaded)
this->Unload();
SDL_RWops* rwop = SDL_RWFromFile(bitmapPath.c_str(), "rb");
SDL_Surface* image = SDL_LoadBMP_RW(rwop, 1);
if(!image)
return false;
char buffer[0x111];
std::ifstream dataFile(dataPath, std::ios::in | std::ios::binary);
if(!dataFile.is_open())
return false;
dataFile.read(buffer, 0x111);
dataFile.close();
std::string data(buffer, 0x111);
if(buffer[0x10] != 0)
return false;
this->width = (uint32_t)image->w;
this->height = (uint32_t)image->h;
this->cell_width = LILEND_UNPACK(buffer, 0x08);
this->cell_height = LILEND_UNPACK(buffer, 0x0C);
for(int i = 0; i < 256; ++i) {
auto glyph = &this->glyphs[i];
auto width = (uint8_t)buffer[0x11 + i];
glyph->width = (double)width / (double)this->cell_width;
int x = (this->cell_width * i) % this->width;
int y = ((this->cell_width * i) / this->width) * this->cell_height;
glyph->top_left = glm::vec2(
(double)x / (double)this->width,
1 - (double)y / (double)this->height
);
glyph->top_right = glm::vec2(
(double)(x + width) / (double)this->width,
1 - (double)y / (double)this->height
);
glyph->bottom_left = glm::vec2(
(double)x / (double)this->width,
1 - (double)(y + this->cell_height) / (double)this->height
);
glyph->bottom_right = glm::vec2(
(double)(x + width) / (double)this->width,
1 - (double)(y + this->cell_height) / (double)this->height
);
}
glGenTextures(1, &this->texture);
glBindTexture(GL_TEXTURE_2D, this->texture);
glTexImage2D(
GL_TEXTURE_2D, 0, 3,
this->width, this->height, 0,
GL_BGR,
GL_UNSIGNED_BYTE, image->pixels
);
glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
useNearest ? GL_NEAREST : GL_LINEAR
);
glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
useNearest ? GL_NEAREST : GL_LINEAR
);
glBindTexture(GL_TEXTURE_2D, 0);
SDL_FreeSurface(image);
this->loaded = true;
return true;
}
void sosc::ui::Font::BindBitmap() const {
if(!this->loaded)
return;
glBindTexture(GL_TEXTURE_2D, this->texture);
}
void sosc::ui::Font::UnbindBitmap() const {
if(!this->loaded)
return;
glBindTexture(GL_TEXTURE_2D, 0);
}
void sosc::ui::Font::Unload() {
glDeleteTextures(1, &this->texture);
this->loaded = false;
}
// TEXT CLASS //
sosc::ui::Text::Text() {
this->font = _font_ctx.default_font;
this->font_size = 0;
this->vertices = nullptr;
this->tex_coords = nullptr;
glGenVertexArrays(1, &this->vao);
glGenBuffers(2, this->vbos);
}
sosc::ui::Text::Text
(sosc::ui::Font *font, uint32_t size, const glm::vec4& color) : Text()
{
this->font = font;
this->font_size = size;
this->font_color = color;
}
sosc::ui::Text::Text(uint32_t size, const glm::vec4& color,
const std::string &text, uint32_t x, uint32_t y, uint32_t w) : Text()
{
this->Set(size, color, text, x, y, w);
}
sosc::ui::Text::Text
(sosc::ui::Font *font, uint32_t size, const glm::vec4& color,
const std::string &text, uint32_t x, uint32_t y, uint32_t w) : Text()
{
this->font = font;
this->Set(size, color, text, x, y, w);
}
void sosc::ui::Text::Set(uint32_t size, const glm::vec4& color,
const std::string &text, uint32_t x, uint32_t y, uint32_t w)
{
this->font_size = size;
this->font_color = color;
this->text = text;
if(w != 0)
this->wrap_width = w;
this->trans_matrix = glm::translate(glm::mat4(1.f), glm::vec3(x, y, 0.f));
this->Redraw();
}
void sosc::ui::Text::SetFont(Font *font, uint32_t size) {
this->font = font;
if(size != 0)
this->font_size = size;
this->Redraw();
}
void sosc::ui::Text::SetFontSize(uint32_t size) {
this->font_size = size;
this->Redraw();
}
void sosc::ui::Text::SetFontColor(const glm::vec4 &color) {
this->font_color = color;
}
void sosc::ui::Text::SetText(const std::string &text) {
this->text = text;
this->Redraw();
}
void sosc::ui::Text::SetPosition(uint32_t x, uint32_t y) {
this->trans_matrix = glm::translate(glm::mat4(1.f), glm::vec3(x, y, 0.f));
}
void sosc::ui::Text::SetWrapWidth(uint32_t w) {
this->wrap_width = w;
this->Redraw();
}
uint32_t sosc::ui::Text::GetHeight() const {
return this->GetLineCount() * this->font_size;
}
uint32_t sosc::ui::Text::GetLineCount() const {
if(this->wrap_width == 0)
return 1;
else {
uint32_t count = 1, topleft_x = 0;
for(const auto c : this->text) {
auto width = (uint32_t)((*this->font)[c].width * this->font_size);
if(topleft_x + width > this->wrap_width) {
++count;
topleft_x = 0;
}
topleft_x += width;
}
return count;
}
}
void sosc::ui::Text::Render() {
auto shdr = _font_ctx.shader;
shdr->Start();
glUniformMatrix4fv(
(*shdr)[shdr->TRANSLATION_MATRIX],
1, GL_FALSE,
glm::value_ptr(this->trans_matrix)
);
glUniform4f(
(*shdr)[shdr->FONT_COLOR],
this->font_color.r, this->font_color.g,
this->font_color.b, this->font_color.a
);
glActiveTexture(GL_TEXTURE0);
this->font->BindBitmap();
glBindVertexArray(this->vao);
glDrawArrays(GL_TRIANGLES, 0, this->vertex_count);
glBindVertexArray(0);
this->font->UnbindBitmap();
shdr->Stop();
}
void sosc::ui::Text::Destroy() {
glDeleteBuffers(2, this->vbos);
glDeleteVertexArrays(1, &this->vao);
delete[] this->vertices;
delete[] this->tex_coords;
}
void sosc::ui::Text::Redraw() {
this->vertex_count = (GLuint)(6 * this->text.length());
delete[] this->vertices;
this->vertices = new float[this->vertex_count * 2];
delete[]this->tex_coords;
this->tex_coords = new float[this->vertex_count * 2];
uint32_t top_x = 0, top_y = 0;
for(int i = 0; i < this->text.length(); ++i) {
auto glyph = (*this->font)[this->text[i]];
uint32_t width = (uint32_t)(this->font_size * glyph.width),
height = this->font_size;
if(top_x + width > this->wrap_width && this->wrap_width != 0) {
top_x = 0;
top_y += height;
}
/// TRIANGLE 1 ///
// TOP LEFT
this->vertices[i*12] = top_x;
this->vertices[i*12 + 1] = top_y;
this->tex_coords[i*12] = glyph.top_left.x;
this->tex_coords[i*12 + 1] = glyph.top_left.y;
// TOP RIGHT
this->vertices[i*12 + 2] = top_x + width;
this->vertices[i*12 + 3] = top_y;
this->tex_coords[i*12 + 2] = glyph.top_right.x;
this->tex_coords[i*12 + 3] = glyph.top_right.y;
// BOTTOM LEFT
this->vertices[i*12 + 4] = top_x;
this->vertices[i*12 + 5] = top_y + height;
this->tex_coords[i*12 + 4] = glyph.bottom_left.x;
this->tex_coords[i*12 + 5] = glyph.bottom_left.y;
/// TRIANGLE 2 ///
// BOTTOM LEFT
this->vertices[i*12 + 6] = top_x;
this->vertices[i*12 + 7] = top_y + height;
this->tex_coords[i*12 + 6] = glyph.bottom_left.x;
this->tex_coords[i*12 + 7] = glyph.bottom_left.y;
// TOP RIGHT
this->vertices[i*12 + 8] = top_x + width;
this->vertices[i*12 + 9] = top_y;
this->tex_coords[i*12 + 8] = glyph.top_right.x;
this->tex_coords[i*12 + 9] = glyph.top_right.y;
// BOTTOM RIGHT
this->vertices[i*12 + 10] = top_x + width;
this->vertices[i*12 + 11] = top_y + height;
this->tex_coords[i*12 + 10] = glyph.bottom_right.x;
this->tex_coords[i*12 + 11] = glyph.bottom_right.y;
top_x += width;
}
glBindVertexArray(this->vao);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, this->vbos[0]);
glBufferData(
GL_ARRAY_BUFFER,
this->vertex_count * 2 * sizeof(float),
this->vertices,
GL_STATIC_DRAW
);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, this->vbos[1]);
glBufferData(
GL_ARRAY_BUFFER,
this->vertex_count * 2 * sizeof(float),
this->tex_coords,
GL_STATIC_DRAW
);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
glBindVertexArray(0);
}

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@ -1,120 +0,0 @@
#ifndef SOSC_UI_FONT_H
#define SOSC_UI_FONT_H
#include <SDL.h>
#include <GL/glew.h>
#include <GLM/glm.hpp>
#include <GLM/gtc/matrix_transform.hpp>
#include <GLM/gtc/type_ptr.hpp>
#include <SDL_image.h>
#include <string>
#include <fstream>
#include "ui/texture.hpp"
#include "shaders/_shader.hpp"
namespace sosc {
namespace ui {
class Font;
void font_init_subsystem(SDL_Window* window);
void font_set_default(sosc::ui::Font* font);
void font_window_changed(SDL_Window* window);
void font_deinit_subsystem();
class FontException : public std::exception {
public:
explicit FontException
(const std::string& bitmapPath, const std::string& dataPath)
{
std::stringstream ss;
ss << "Could not load bitmap file '" << bitmapPath << "' "
<< "and/or data file '" << dataPath << "'.";
this->errorInfo = ss.str();
}
const std::string& what() noexcept {
return this->errorInfo;
}
private:
std::string errorInfo;
};
class Font {
public:
struct glyph_t {
double width;
glm::vec2
top_left,
top_right,
bottom_left,
bottom_right;
};
Font() : loaded(false) {}
Font(const std::string& bitmapPath,
const std::string& dataPath, bool useNearest = true);
bool Load(const std::string& bitmapPath,
const std::string& dataPath, bool useNearest = true);
inline const glyph_t& operator[] (char c) const {
return this->glyphs[(uint8_t)c];
}
void Unload();
private:
void BindBitmap() const;
void UnbindBitmap() const;
bool loaded;
GLuint texture;
uint32_t
width, height,
cell_width, cell_height;
glyph_t glyphs[256];
friend class Text;
};
class Text {
public:
Text();
Text(Font* font, uint32_t size, const glm::vec4& color);
Text(uint32_t size, const glm::vec4& color, const std::string& text,
uint32_t x, uint32_t y, uint32_t w = 0);
Text(Font* font, uint32_t size, const glm::vec4& color,
const std::string& text, uint32_t x, uint32_t y, uint32_t w = 0);
void Set(uint32_t size, const glm::vec4& color, const std::string& text,
uint32_t x, uint32_t y, uint32_t w = 0);
void SetFont(Font* font, uint32_t size = 0);
void SetFontSize(uint32_t size);
void SetFontColor(const glm::vec4& color);
void SetText(const std::string& text);
void SetPosition(uint32_t x, uint32_t y);
void SetWrapWidth(uint32_t w);
uint32_t GetHeight() const;
uint32_t GetLineCount() const;
void Render();
void Destroy();
private:
void Redraw();
Font* font;
glm::vec4 font_color;
uint32_t font_size,
wrap_width;
std::string text;
glm::mat4 trans_matrix;
GLsizei vertex_count;
float* vertices;
float* tex_coords;
GLuint vao, vbos[2];
};
}}
#endif

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#include "texture.hpp"

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#ifndef SOSC_UI_TEXTURE_H
#define SOSC_UI_TEXTURE_H
#include <SDL.h>
#include <GL/glew.h>
#include "utils/time.hpp"
#include <iterator>
#include <forward_list>
#include <chrono>
namespace sosc {
namespace ui {
class Texture {
public:
private:
sosc::time last_render;
std::forward_list<GLuint> texture_ids;
std::forward_list<GLuint>::iterator texture_id_iter;
};
}}
#endif

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#include "texture_array.hpp"

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#ifndef SOSC_UI_TEXTURE_ARR_H
#define SOSC_UI_TEXTURE_ARR_H
#include <SDL.h>
#include <GL/glew.h>
#include "utils/time.hpp"
#include <iterator>
#include <forward_list>
#include <chrono>
namespace sosc {
namespace ui {
class TextureArray {
public:
private:
};
}}
#endif

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//
// Created by alec on 8/28/2018.
//

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#ifndef SOSC_VIEW_ORTHO_H
#define SOSC_VIEW_ORTHO_H
#include <SDL.h>
#include <GL/glew.h>
#include <GLM/glm.hpp>
#include <GLM/gtc/matrix_transform.hpp>
void setup_ortho_mode();
#endif

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#include "projection.hpp"

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#ifndef SOSC_VIEW_PROJECTION_H
#define SOSC_VIEW_PROJECTION_H
#include <SDL.h>
#include <GL/glew.h>
#include <GLM/glm.hpp>
#include <GLM/gtc/matrix_transform.hpp>
#endif