mirror of
https://github.com/ZDoom/Raze.git
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345 lines
9.5 KiB
C++
345 lines
9.5 KiB
C++
/*
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** gl_hwtexture.cpp
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** GL texture abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "gles_system.h"
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#include "c_cvars.h"
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#include "hw_material.h"
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#include "hw_cvars.h"
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#include "gles_renderer.h"
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#include "gles_samplers.h"
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#include "gles_renderstate.h"
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#include "gles_hwtexture.h"
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namespace OpenGLESRenderer
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{
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TexFilter_s TexFilter[] = {
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{GL_NEAREST, GL_NEAREST, false},
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{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true},
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{GL_LINEAR, GL_LINEAR, false},
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{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true},
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{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true},
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};
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//===========================================================================
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//
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// Static texture data
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//
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//===========================================================================
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unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES];
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//===========================================================================
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//
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// Loads the texture image into the hardware
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//
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// NOTE: For some strange reason I was unable to find the source buffer
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// should be one line higher than the actual texture. I got extremely
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// strange crashes deep inside the GL driver when I didn't do it!
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//
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//===========================================================================
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unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name)
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{
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int rh,rw;
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int texformat = GL_RGBA;// TexFormat[gl_texture_format];
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bool deletebuffer=false;
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// When running in SW mode buffer will be null, so set it to the texBuffer already created
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// There could be other use cases I do not know about which means this is a bad idea..
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if (buffer == nullptr)
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buffer = texBuffer;
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bool firstCall = glTexID == 0;
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if (firstCall)
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{
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glGenTextures(1, &glTexID);
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}
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int textureBinding = UINT_MAX;
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if (texunit == -1) glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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if (texunit > 0) glActiveTexture(GL_TEXTURE0+texunit);
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if (texunit >= 0) lastbound[texunit] = glTexID;
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glBindTexture(GL_TEXTURE_2D, glTexID);
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rw = GetTexDimension(w);
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rh = GetTexDimension(h);
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if (!buffer)
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{
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// The texture must at least be initialized if no data is present.
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mipmapped = false;
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buffer=(unsigned char *)calloc(4,rw * (rh+1));
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deletebuffer=true;
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//texheight=-h;
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}
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else
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{
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if (rw < w || rh < h)
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{
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// The texture is larger than what the hardware can handle so scale it down.
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unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1));
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if (scaledbuffer)
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{
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Resize(w, h, rw, rh, buffer, scaledbuffer);
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deletebuffer=true;
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buffer=scaledbuffer;
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}
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}
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}
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// store the physical size.
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int sourcetype;
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#if USE_GLES2
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if (glTextureBytes == 1)
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{
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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sourcetype = GL_ALPHA;
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texformat = GL_ALPHA;
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}
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else
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{
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sourcetype = GL_BGRA;
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texformat = GL_BGRA;
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}
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#else
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if (glTextureBytes == 1)
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{
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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sourcetype = GL_RED;
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texformat = GL_RED;
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}
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else
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{
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sourcetype = GL_BGRA;
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texformat = GL_RGBA;
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}
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#endif
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glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, sourcetype, GL_UNSIGNED_BYTE, buffer);
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#if !(USE_GLES2)
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// The shader is using the alpha channel instead of red, this work on GLES but not on GL
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// So the texture uses GL_RED and this swizzels the red channel into the alpha channel
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if (glTextureBytes == 1)
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{
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GLint swizzleMask[] = { GL_ZERO, GL_ZERO, GL_ZERO, GL_RED };
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
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}
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#endif
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if (deletebuffer && buffer) free(buffer);
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if (mipmap && TexFilter[gl_texture_filter].mipmapping)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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mipmapped = true;
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}
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if (texunit > 0) glActiveTexture(GL_TEXTURE0);
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else if (texunit == -1) glBindTexture(GL_TEXTURE_2D, textureBinding);
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return glTexID;
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}
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void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
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{
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if (texelsize < 1 || texelsize > 4) texelsize = 4;
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glTextureBytes = texelsize;
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bufferpitch = w;
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if (texBuffer)
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delete[] texBuffer;
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texBuffer = new uint8_t[(w * h) * texelsize];
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return;
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}
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uint8_t* FHardwareTexture::MapBuffer()
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{
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return texBuffer;
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}
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//===========================================================================
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//
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// Destroys the texture
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//
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//===========================================================================
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FHardwareTexture::~FHardwareTexture()
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{
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if (glTexID != 0) glDeleteTextures(1, &glTexID);
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if (texBuffer)
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delete[] texBuffer;
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}
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//===========================================================================
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//
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// Binds this patch
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//
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//===========================================================================
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unsigned int FHardwareTexture::Bind(int texunit, bool needmipmap)
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{
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if (glTexID != 0)
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{
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if (lastbound[texunit] == glTexID) return glTexID;
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lastbound[texunit] = glTexID;
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if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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// Check if we need mipmaps on a texture that was creted without them.
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if (needmipmap && !mipmapped && TexFilter[gl_texture_filter].mipmapping)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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mipmapped = true;
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}
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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return glTexID;
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}
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return 0;
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}
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void FHardwareTexture::Unbind(int texunit)
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{
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if (lastbound[texunit] != 0)
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{
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if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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lastbound[texunit] = 0;
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}
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}
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void FHardwareTexture::UnbindAll()
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{
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for(int texunit = 0; texunit < 16; texunit++)
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{
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Unbind(texunit);
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}
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}
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//===========================================================================
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//
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// Creates a depth buffer for this texture
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//
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//===========================================================================
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int FHardwareTexture::GetDepthBuffer(int width, int height)
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{
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if (glDepthID == 0)
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{
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glGenRenderbuffers(1, &glDepthID);
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glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
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GetTexDimension(width), GetTexDimension(height));
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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return glDepthID;
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}
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//===========================================================================
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//
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// Binds this texture's surfaces to the current framrbuffer
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//
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//===========================================================================
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void FHardwareTexture::BindToFrameBuffer(int width, int height)
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{
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width = GetTexDimension(width);
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height = GetTexDimension(height);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexID, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags)
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{
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bool needmipmap = (clampmode <= CLAMP_XY) && !forcenofilter;
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// Bind it to the system.
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if (!Bind(texunit, needmipmap))
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{
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if (flags & CTF_Indexed)
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{
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glTextureBytes = 1;
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forcenofilter = true;
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needmipmap = false;
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}
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int w = 0, h = 0;
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// Create this texture
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FTextureBuffer texbuffer;
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if (!tex->isHardwareCanvas())
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{
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texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData);
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w = texbuffer.mWidth;
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h = texbuffer.mHeight;
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}
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else
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{
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w = tex->GetWidth();
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h = tex->GetHeight();
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}
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if (!CreateTexture(texbuffer.mBuffer, w, h, texunit, needmipmap, "FHardwareTexture.BindOrCreate"))
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{
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// could not create texture
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return false;
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}
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}
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if (forcenofilter && clampmode <= CLAMP_XY) clampmode += CLAMP_NOFILTER - CLAMP_NONE;
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GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255);
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return true;
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}
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}
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