/* ** BuilderNative Renderer ** Copyright (c) 2019 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. */ #include "Precomp.h" #include "GLTexture.h" #include "GLRenderDevice.h" #include GLTexture::GLTexture() { } GLTexture::~GLTexture() { Finalize(); } void GLTexture::Finalize() { if (Device) Invalidate(); } void GLTexture::Set2DImage(int width, int height) { if (width < 1) width = 1; if (height < 1) height = 1; mCubeTexture = false; mWidth = width; mHeight = height; } void GLTexture::SetCubeImage(int size) { mCubeTexture = true; mWidth = size; mHeight = size; } bool GLTexture::SetPixels(GLRenderDevice* device, const void* data) { GLint texture = GetTexture(device); if (!texture) return false; GLint oldActiveTex = GL_TEXTURE0; glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex); glActiveTexture(GL_TEXTURE0); GLint oldBinding = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding); // glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, mTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, data); if (data != nullptr) glGenerateMipmap(GL_TEXTURE_2D); // glBindTexture(GL_TEXTURE_2D, oldBinding); glActiveTexture(oldActiveTex); return true; } bool GLTexture::SetCubePixels(GLRenderDevice* device, CubeMapFace face, const void* data) { static GLint cubeMapFaceToGL[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z }; GLint texture = GetTexture(device); if (!texture) return false; GLint oldActiveTex = GL_TEXTURE0; glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex); glActiveTexture(GL_TEXTURE0); GLint oldBinding = 0; glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldBinding); // glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture); glTexImage2D(cubeMapFaceToGL[(int)face], 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, data); if (data != nullptr && face == CubeMapFace::NegativeZ) glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // glBindTexture(GL_TEXTURE_CUBE_MAP, oldBinding); glActiveTexture(oldActiveTex); return true; } void GLTexture::Invalidate() { if (mDepthRenderbuffer) glDeleteRenderbuffers(1, &mDepthRenderbuffer); if (mFramebuffer) glDeleteFramebuffers(1, &mFramebuffer); if (mTexture) glDeleteTextures(1, &mTexture); if (mPBO) glDeleteBuffers(1, &mPBO); mDepthRenderbuffer = 0; mFramebuffer = 0; mTexture = 0; mPBO = 0; if (Device) Device->mTextures.erase(ItTexture); Device = nullptr; } GLuint GLTexture::GetTexture(GLRenderDevice* device) { if (mTexture == 0) { if (Device == nullptr) { Device = device; ItTexture = Device->mTextures.insert(Device->mTextures.end(), this); } GLint oldActiveTex = GL_TEXTURE0; glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex); glActiveTexture(GL_TEXTURE0); glGenTextures(1, &mTexture); if (!IsCubeTexture()) { GLint oldBinding = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, mTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, oldBinding); } else { GLint oldBinding = 0; glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldBinding); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_CUBE_MAP, oldBinding); } glActiveTexture(oldActiveTex); } return mTexture; } GLuint GLTexture::GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer) { if (!usedepthbuffer) { if (mFramebuffer == 0) { GLuint texture = GetTexture(device); glGenFramebuffers(1, &mFramebuffer); glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) throw std::runtime_error("glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE"); } return mFramebuffer; } else { if (mDepthRenderbuffer == 0) { if (Device == nullptr) { Device = device; ItTexture = Device->mTextures.insert(Device->mTextures.end(), this); } glGenRenderbuffers(1, &mDepthRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mWidth, mHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); } if (mFramebuffer == 0) { GLuint texture = GetTexture(device); glGenFramebuffers(1, &mFramebuffer); glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbuffer); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) throw std::runtime_error("glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE"); glBindFramebuffer(GL_FRAMEBUFFER, 0); } return mFramebuffer; } } GLuint GLTexture::GetPBO(GLRenderDevice* device) { if (mPBO == 0) { if (Device == nullptr) { Device = device; ItTexture = Device->mTextures.insert(Device->mTextures.end(), this); } glGenBuffers(1, &mPBO); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO); glBufferData(GL_PIXEL_UNPACK_BUFFER, mWidth*mHeight * 4, NULL, GL_STREAM_DRAW); } return mPBO; }