mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
157 lines
4.7 KiB
C++
157 lines
4.7 KiB
C++
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#include "Precomp.h"
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#include "Texture.h"
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#include <stdexcept>
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Texture::Texture()
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{
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}
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Texture::~Texture()
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{
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// To do: move mTexture to a delete list as this might be called by a finalizer in a different thread
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}
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void Texture::Set2DImage(int width, int height)
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{
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mCubeTexture = false;
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mWidth = width;
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mHeight = height;
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}
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void Texture::SetCubeImage(int size)
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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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}
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void Texture::SetPixels(const void* data)
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{
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mPixels[0].resize(mWidth * (size_t)mHeight);
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memcpy(mPixels[0].data(), data, sizeof(uint32_t) * mWidth * mHeight);
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}
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void Texture::SetCubePixels(CubeMapFace face, const void* data)
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{
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mPixels[(int)face].resize(mWidth * (size_t)mHeight);
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memcpy(mPixels[(int)face].data(), data, sizeof(uint32_t) * mWidth * mHeight);
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}
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void Texture::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 (mFramebufferDepth) glDeleteFramebuffers(1, &mFramebufferDepth);
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if (mTexture) glDeleteTextures(1, &mTexture);
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mDepthRenderbuffer = 0;
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mFramebuffer = 0;
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mFramebufferDepth = 0;
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mTexture = 0;
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}
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GLuint Texture::GetTexture()
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{
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if (mTexture == 0)
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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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glBindTexture(GL_TEXTURE_2D, mTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[0].empty() ? mPixels[0].data() : nullptr);
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if (!mPixels[0].empty())
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glGenerateMipmap(GL_TEXTURE_2D);
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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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glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);
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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);
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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);
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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);
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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);
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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);
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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);
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if (!mPixels[0].empty())
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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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 Texture::GetFramebuffer(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();
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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 (mFramebuffer == mFramebufferDepth)
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{
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if (mDepthRenderbuffer == 0)
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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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GLuint texture = GetTexture();
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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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}
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return mFramebufferDepth;
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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Texture* Texture_New()
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{
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return new Texture();
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}
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void Texture_Delete(Texture* tex)
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{
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//delete tex;
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}
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void Texture_Set2DImage(Texture* handle, int width, int height)
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{
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handle->Set2DImage(width, height);
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}
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void Texture_SetCubeImage(Texture* handle, int size)
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{
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handle->SetCubeImage(size);
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}
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