340 lines
7.7 KiB
C++
340 lines
7.7 KiB
C++
#include "externals.hh"
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#include "texture.hh"
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#include "ui.hh"
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#include "odbg.hh"
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#include "ui-utilities.hh"
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/*==============================================================================*/
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T_Texture::T_Texture(
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const uint32_t width ,
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const uint32_t height ,
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const E_TexType type ,
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const uint32_t levels )
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: levels_( levels ) , width_( width ) , height_( height ) ,
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debugIndex_( -1 )
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{
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assert( levels > 0 );
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glGenTextures( 1 , &id_ );
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glBindTexture( GL_TEXTURE_2D , id_ );
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GLenum ifmt , fmt , dt;
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switch ( type ) {
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case E_TexType::RGBA8:
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ifmt = GL_RGBA8;
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fmt = GL_RGBA;
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dt = GL_UNSIGNED_BYTE;
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break;
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case E_TexType::RGBA16F:
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ifmt = GL_RGBA16F;
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fmt = GL_RGBA;
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dt = GL_FLOAT;
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break;
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case E_TexType::RGB8:
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ifmt = GL_RGB8;
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fmt = GL_RGB;
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dt = GL_UNSIGNED_BYTE;
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break;
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case E_TexType::RGB16F:
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ifmt = GL_RGB16F;
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fmt = GL_RGB;
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dt = GL_FLOAT;
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break;
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case E_TexType::R8:
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ifmt = GL_R8;
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fmt = GL_RED;
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dt = GL_UNSIGNED_BYTE;
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break;
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case E_TexType::R16F:
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ifmt = GL_R16F;
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fmt = GL_RED;
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dt = GL_FLOAT;
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break;
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}
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_BASE_LEVEL , 0 );
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MAX_LEVEL , levels - 1 );
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glTexParameterf( GL_TEXTURE_2D , GL_TEXTURE_MIN_LOD , 0 );
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glTexParameterf( GL_TEXTURE_2D , GL_TEXTURE_MAX_LOD , levels - 1 );
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST );
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uint32_t w = width , h = height;
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for ( auto i = 0u ; i < levels ; i ++ ) {
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#ifdef INTRUSIVE_TRACES
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printf( "init %p txid %d lv %d sz %dx%d\n" , this , id_ ,
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i , w , h );
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#endif
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glTexImage2D( GL_TEXTURE_2D , i , ifmt , w , h , 0 , fmt , dt , nullptr );
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w >>= 1;
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h >>= 1;
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assert( w && h );
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}
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GL_ASSERT( );
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}
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T_Texture::~T_Texture( )
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{
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if ( debugIndex_ != -1 ) {
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auto& odbg( UI::ODbg( ) );
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assert( odbg.outputs_[ debugIndex_ ].id == id_ );
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assert( odbg.nRegistered_ > 0 );
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odbg.outputs_[ debugIndex_ ].id = 0;
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odbg.nRegistered_ --;
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}
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glDeleteTextures( 1 , &id_ );
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}
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T_Texture& T_Texture::samplingMode(
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const E_TexSampling mode )
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{
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glBindTexture( GL_TEXTURE_2D , id_ );
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GLenum min , max;
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switch ( mode ) {
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case E_TexSampling::NEAREST:
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min = levels_ > 1 ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST;
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max = GL_NEAREST;
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break;
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case E_TexSampling::LINEAR:
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min = levels_ > 1 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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max = GL_LINEAR;
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break;
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}
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , min );
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , max );
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return *this;
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}
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T_Texture& T_Texture::wrap(
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const E_TexWrap mode )
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{
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GLenum gm;
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switch ( mode ) {
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case E_TexWrap::REPEAT:
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gm = GL_REPEAT;
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break;
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case E_TexWrap::CLAMP_EDGE:
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gm = GL_CLAMP_TO_EDGE;
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break;
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case E_TexWrap::CLAMP_BORDER:
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gm = GL_CLAMP_TO_BORDER;
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break;
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}
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , gm );
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glTexParameteri( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , gm );
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return *this;
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}
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/*==============================================================================*/
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T_TextureSampler::T_TextureSampler( )
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{
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glGenSamplers( 1 , &id_ );
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GL_ASSERT( );
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}
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T_TextureSampler::T_TextureSampler(
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T_TextureSampler&& other ) noexcept
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{
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swap( id_ , other.id_ );
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swap( sampling_ , other.sampling_ );
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swap( lodSampling_ , other.lodSampling_ );
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swap( hasLOD_ , other.hasLOD_ );
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setSamplingMode( );
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}
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T_TextureSampler& T_TextureSampler::operator =(
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T_TextureSampler&& other ) noexcept
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{
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swap( id_ , other.id_ );
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swap( sampling_ , other.sampling_ );
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swap( lodSampling_ , other.lodSampling_ );
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swap( hasLOD_ , other.hasLOD_ );
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return *this;
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}
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T_TextureSampler::~T_TextureSampler( )
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{
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if ( id_ != 0 ) {
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glDeleteSamplers( 1 , &id_ );
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}
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}
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/*----------------------------------------------------------------------------*/
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T_TextureSampler& T_TextureSampler::sampling(
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const E_TexSampling mode )
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{
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sampling_ = mode;
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setSamplingMode( );
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return *this;
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}
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T_TextureSampler& T_TextureSampler::noMipmap( )
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{
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hasLOD_ = false;
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setSamplingMode( );
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return *this;
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}
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T_TextureSampler& T_TextureSampler::mipmap(
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const E_TexSampling mode )
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{
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hasLOD_ = true;
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lodSampling_ = mode;
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setSamplingMode( );
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return *this;
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}
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T_TextureSampler& T_TextureSampler::wrap(
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const E_TexWrap mode )
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{
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GLenum gm;
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switch ( mode ) {
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case E_TexWrap::REPEAT:
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gm = GL_REPEAT;
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break;
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case E_TexWrap::CLAMP_EDGE:
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gm = GL_CLAMP_TO_EDGE;
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break;
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case E_TexWrap::CLAMP_BORDER:
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gm = GL_CLAMP_TO_BORDER;
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break;
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}
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glSamplerParameteri( id_ , GL_TEXTURE_WRAP_S , gm );
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glSamplerParameteri( id_ , GL_TEXTURE_WRAP_T , gm );
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GL_ASSERT( );
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return *this;
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}
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T_TextureSampler& T_TextureSampler::lod(
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const float min ,
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const float max )
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{
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glSamplerParameterf( id_ , GL_TEXTURE_MIN_LOD , min );
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glSamplerParameterf( id_ , GL_TEXTURE_MAX_LOD , max );
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GL_ASSERT( );
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return *this;
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}
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/*----------------------------------------------------------------------------*/
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void T_TextureSampler::setSamplingMode( ) const
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{
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GLenum min , max;
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if ( hasLOD_ ) {
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switch ( sampling_ ) {
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case E_TexSampling::NEAREST:
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min = lodSampling_ == E_TexSampling::LINEAR
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? GL_NEAREST_MIPMAP_LINEAR
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: GL_NEAREST_MIPMAP_NEAREST;
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max = GL_NEAREST;
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break;
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case E_TexSampling::LINEAR:
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min = lodSampling_ == E_TexSampling::LINEAR
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? GL_LINEAR_MIPMAP_LINEAR
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: GL_LINEAR_MIPMAP_NEAREST;
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max = GL_LINEAR;
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break;
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}
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} else {
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min = ( sampling_ == E_TexSampling::LINEAR )
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? GL_LINEAR
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: GL_NEAREST;
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max = min;
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}
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glSamplerParameteri( id_ , GL_TEXTURE_MIN_FILTER , min );
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glSamplerParameteri( id_ , GL_TEXTURE_MAG_FILTER , max );
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GL_ASSERT( );
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}
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/*============================================================================*/
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constexpr uint32_t T_TextureManager::MaxUnits;
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T_TextureManager::T_TextureManager( )
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{
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T_SharedPtr< T_TextureSampler > tsam;
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tsam = NewShared< T_TextureSampler >( );
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tsam->wrap( E_TexWrap::CLAMP_EDGE ).sampling( E_TexSampling::NEAREST );
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samplers_.add( T_String::Pooled( "nearest-edge" ) , std::move( tsam ) );
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tsam = NewShared< T_TextureSampler >( );
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tsam->wrap( E_TexWrap::CLAMP_EDGE ).sampling( E_TexSampling::LINEAR );
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samplers_.add( T_String::Pooled( "linear-edge" ) , std::move( tsam ) );
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tsam = NewShared< T_TextureSampler >( );
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tsam->wrap( E_TexWrap::CLAMP_BORDER ).sampling( E_TexSampling::NEAREST );
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samplers_.add( T_String::Pooled( "nearest-border" ) , std::move( tsam ) );
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tsam = NewShared< T_TextureSampler >( );
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tsam->wrap( E_TexWrap::CLAMP_BORDER ).sampling( E_TexSampling::LINEAR );
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samplers_.add( T_String::Pooled( "linear-border" ) , std::move( tsam ) );
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}
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T_TextureSampler const* T_TextureManager::sampler(
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T_String const& name ) const
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{
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auto const* t( samplers_.get( name ) );
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return t ? ( (T_TextureSampler const*) *t ) : nullptr;
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}
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void T_TextureManager::bind(
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const uint32_t unit ,
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T_Texture const& texture )
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{
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assert( unit < MaxUnits );
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auto& u( bindings_[ unit ] );
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if ( u.texture == texture.id( ) && !u.sampler ) {
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return;
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}
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u.texture = texture.id( );
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u.sampler = 0;
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glBindTextureUnit( unit , texture.id( ) );
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glBindSampler( unit , 0 );
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}
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void T_TextureManager::bind(
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const uint32_t unit ,
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T_Texture const& texture ,
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T_TextureSampler const& sampler )
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{
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assert( unit < MaxUnits );
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auto& u( bindings_[ unit ] );
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if ( u.texture == texture.id( ) && u.sampler == sampler.id( ) ) {
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return;
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}
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u.texture = texture.id( );
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u.sampler = sampler.id( );
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glBindTextureUnit( unit , texture.id( ) );
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glBindSampler( unit , sampler.id( ) );
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}
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void T_TextureManager::reset( )
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{
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for ( auto i = 0u ; i < MaxUnits ; i ++ ) {
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auto& u( bindings_[ i ] );
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u.texture = 0;
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u.sampler = 0;
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glBindTextureUnit( i , 0 );
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glBindSampler( i , 0 );
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}
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}
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