mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-25 13:21:28 +00:00
7fbd07e586
Added classic rendering mode to closer emulate software renderer visuals in visual mode
300 lines
8.2 KiB
C++
300 lines
8.2 KiB
C++
/*
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** BuilderNative Renderer
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** Copyright (c) 2019 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "Precomp.h"
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#include "GLTexture.h"
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#include "GLRenderDevice.h"
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#include <stdexcept>
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GLTexture::GLTexture()
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{
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}
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GLTexture::~GLTexture()
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{
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Finalize();
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}
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void GLTexture::Finalize()
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{
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if (Device)
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Invalidate();
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}
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void GLTexture::Set2DImage(int width, int height, PixelFormat format)
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{
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// This really shouldn't be here. The calling code should send valid input and this should throw an error.
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if (width < 1) width = 16;
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if (height < 1) height = 16;
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mCubeTexture = false;
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mWidth = width;
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mHeight = height;
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mFormat = format;
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}
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void GLTexture::SetCubeImage(int size, PixelFormat format)
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{
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mCubeTexture = true;
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mWidth = size;
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mHeight = size;
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mFormat = format;
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}
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bool GLTexture::SetPixels(GLRenderDevice* device, const void* data)
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{
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GLint texture = GetTexture(device);
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if (!texture) return false;
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GLint oldActiveTex = GL_TEXTURE0;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex);
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glActiveTexture(GL_TEXTURE0);
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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//
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, mTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), data);
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if (data != nullptr)
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glGenerateMipmap(GL_TEXTURE_2D);
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//
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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glActiveTexture(oldActiveTex);
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return true;
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}
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bool GLTexture::SetCubePixels(GLRenderDevice* device, CubeMapFace face, const void* data)
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{
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static GLint cubeMapFaceToGL[] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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GLint texture = GetTexture(device);
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if (!texture) return false;
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GLint oldActiveTex = GL_TEXTURE0;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex);
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glActiveTexture(GL_TEXTURE0);
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldBinding);
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//
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
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glTexImage2D(cubeMapFaceToGL[(int)face], 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), data);
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if (data != nullptr && face == CubeMapFace::NegativeZ)
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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//
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glBindTexture(GL_TEXTURE_CUBE_MAP, oldBinding);
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glActiveTexture(oldActiveTex);
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return true;
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}
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void GLTexture::Invalidate()
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{
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if (mDepthRenderbuffer) glDeleteRenderbuffers(1, &mDepthRenderbuffer);
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if (mFramebuffer) glDeleteFramebuffers(1, &mFramebuffer);
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if (mTexture) glDeleteTextures(1, &mTexture);
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if (mPBO) glDeleteBuffers(1, &mPBO);
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mDepthRenderbuffer = 0;
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mFramebuffer = 0;
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mTexture = 0;
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mPBO = 0;
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if (Device) Device->mTextures.erase(ItTexture);
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Device = nullptr;
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}
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GLuint GLTexture::GetTexture(GLRenderDevice* device)
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{
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if (mTexture == 0)
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{
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if (Device == nullptr)
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{
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Device = device;
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ItTexture = Device->mTextures.insert(Device->mTextures.end(), this);
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}
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GLint oldActiveTex = GL_TEXTURE0;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex);
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &mTexture);
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if (!IsCubeTexture())
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{
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, mTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), nullptr);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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}
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else
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{
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldBinding);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), nullptr);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), nullptr);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), nullptr);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), nullptr);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), nullptr);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, ToInternalFormat(mFormat), mWidth, mHeight, 0, ToDataFormat(mFormat), ToDataType(mFormat), nullptr);
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glBindTexture(GL_TEXTURE_CUBE_MAP, oldBinding);
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}
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glActiveTexture(oldActiveTex);
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}
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return mTexture;
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}
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GLuint GLTexture::GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer)
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{
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if (!usedepthbuffer)
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{
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if (mFramebuffer == 0)
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{
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GLuint texture = GetTexture(device);
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glGenFramebuffers(1, &mFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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throw std::runtime_error("glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE");
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}
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return mFramebuffer;
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}
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else
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{
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if (mDepthRenderbuffer == 0)
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{
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if (Device == nullptr)
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{
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Device = device;
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ItTexture = Device->mTextures.insert(Device->mTextures.end(), this);
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}
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glGenRenderbuffers(1, &mDepthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mWidth, mHeight);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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if (mFramebuffer == 0)
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{
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GLuint texture = GetTexture(device);
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glGenFramebuffers(1, &mFramebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbuffer);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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throw std::runtime_error("glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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return mFramebuffer;
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}
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}
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GLuint GLTexture::GetPBO(GLRenderDevice* device)
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{
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if (mPBO == 0)
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{
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if (Device == nullptr)
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{
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Device = device;
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ItTexture = Device->mTextures.insert(Device->mTextures.end(), this);
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}
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glGenBuffers(1, &mPBO);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mPBO);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, mWidth*mHeight * 4, NULL, GL_STREAM_DRAW);
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}
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return mPBO;
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}
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GLint GLTexture::ToInternalFormat(PixelFormat format)
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{
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static GLint cvt[] =
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{
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GL_RGBA8,
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GL_RGBA8,
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GL_RG16F,
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GL_RGBA16F,
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GL_R32F,
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GL_RG32F,
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GL_RGB32F,
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GL_RGBA32F,
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GL_DEPTH32F_STENCIL8,
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GL_DEPTH24_STENCIL8
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};
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return cvt[(int)format];
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}
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GLenum GLTexture::ToDataFormat(PixelFormat format)
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{
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static GLint cvt[] =
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{
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GL_RGBA,
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GL_BGRA,
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GL_RG,
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GL_RGBA,
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GL_RED,
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GL_RG,
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GL_RGB,
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GL_RGBA,
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GL_DEPTH_STENCIL,
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GL_DEPTH_STENCIL
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};
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return cvt[(int)format];
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}
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GLenum GLTexture::ToDataType(PixelFormat format)
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{
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static GLint cvt[] =
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{
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GL_UNSIGNED_BYTE,
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GL_UNSIGNED_BYTE,
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GL_FLOAT,
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GL_FLOAT,
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GL_FLOAT,
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GL_FLOAT,
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GL_FLOAT,
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GL_FLOAT,
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GL_FLOAT_32_UNSIGNED_INT_24_8_REV,
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GL_UNSIGNED_INT_24_8
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};
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return cvt[(int)format];
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}
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