UltimateZoneBuilder/Source/Native/Texture.cpp
2019-12-15 18:48:38 +02:00

161 lines
4.7 KiB
C++

#include "Precomp.h"
#include "Texture.h"
#include <stdexcept>
Texture::Texture()
{
}
Texture::~Texture()
{
// To do: move mTexture to a delete list as this might be called by a finalizer in a different thread
}
void Texture::Set2DImage(int width, int height)
{
mCubeTexture = false;
mWidth = width;
mHeight = height;
}
void Texture::SetCubeImage(int size)
{
mCubeTexture = true;
mWidth = size;
mHeight = size;
}
void Texture::SetPixels(const void* data)
{
mPixels[0].resize(mWidth * (size_t)mHeight);
memcpy(mPixels[0].data(), data, sizeof(uint32_t) * mWidth * mHeight);
}
void Texture::SetCubePixels(CubeMapFace face, const void* data)
{
mPixels[(int)face].resize(mWidth * (size_t)mHeight);
memcpy(mPixels[(int)face].data(), data, sizeof(uint32_t) * mWidth * mHeight);
}
void Texture::Invalidate()
{
if (mDepthRenderbuffer) glDeleteRenderbuffers(1, &mDepthRenderbuffer);
if (mFramebuffer) glDeleteFramebuffers(1, &mFramebuffer);
if (mTexture) glDeleteTextures(1, &mTexture);
mDepthRenderbuffer = 0;
mFramebuffer = 0;
mTexture = 0;
}
GLuint Texture::GetTexture()
{
if (mTexture == 0)
{
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);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[0].empty() ? mPixels[0].data() : nullptr);
if (!mPixels[0].empty())
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, oldBinding);
}
else
{
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldBinding);
glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[0].empty() ? mPixels[0].data() : nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[1].empty() ? mPixels[1].data() : nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[2].empty() ? mPixels[2].data() : nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[3].empty() ? mPixels[3].data() : nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[4].empty() ? mPixels[4].data() : nullptr);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[5].empty() ? mPixels[5].data() : nullptr);
if (!mPixels[0].empty())
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, oldBinding);
}
glActiveTexture(oldActiveTex);
}
return mTexture;
}
GLuint Texture::GetFramebuffer(bool usedepthbuffer)
{
if (!usedepthbuffer)
{
if (mFramebuffer == 0)
{
GLuint texture = GetTexture();
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)
{
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();
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;
}
}
/////////////////////////////////////////////////////////////////////////////
extern "C"
{
Texture* Texture_New()
{
return new Texture();
}
void Texture_Delete(Texture* tex)
{
//delete tex;
}
void Texture_Set2DImage(Texture* handle, int width, int height)
{
handle->Set2DImage(width, height);
}
void Texture_SetCubeImage(Texture* handle, int size)
{
handle->SetCubeImage(size);
}
}