mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
GL work
This commit is contained in:
parent
c025760422
commit
000c7b2263
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@ -31,7 +31,7 @@
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#include "gfx/bitmap/imageUtils.h"
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GLenum GFXGLCubemap::faceList[6] =
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static GLenum faceList[6] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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@ -55,6 +55,11 @@ GFXGLCubemap::~GFXGLCubemap()
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GFXTextureManager::removeEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
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}
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GLenum GFXGLCubemap::getEnumForFaceNumber(U32 face)
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{
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return faceList[face];
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}
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void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
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{
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AssertFatal( faces, "");
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@ -280,3 +285,225 @@ void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
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else
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tmResurrect();
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}
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U8* GFXGLCubemap::getTextureData(U32 face, U32 mip)
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{
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AssertFatal(mMipMapLevels, "");
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mip = (mip < mMipMapLevels) ? mip : 0;
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const U32 bytesPerTexel = 4; //TODO make work with more formats!!!!!
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const U32 dataSize = ImageUtil::isCompressedFormat(mFaceFormat)
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? getCompressedSurfaceSize(mFaceFormat, mWidth, mHeight, mip)
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: (mWidth >> mip) * (mHeight >> mip) * bytesPerTexel;
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U8* data = new U8[dataSize];
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PRESERVE_TEXTURE(GL_TEXTURE_CUBE_MAP);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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if (ImageUtil::isCompressedFormat(mFaceFormat))
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glGetCompressedTexImage(faceList[face], mip, data);
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else
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glGetTexImage(faceList[face], mip, GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], data);
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return data;
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}
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//-----------------------------------------------------------------------------
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// Cubemap Array
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//-----------------------------------------------------------------------------
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GFXGLCubemapArray::GFXGLCubemapArray()
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{
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}
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GFXGLCubemapArray::~GFXGLCubemapArray()
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{
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glDeleteTextures(1, &mCubemap);
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}
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//TODO: really need a common private 'init' function to avoid code double up with these init* functions
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void GFXGLCubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
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{
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AssertFatal(cubemaps, "GFXGLCubemapArray- Got null GFXCubemapHandle!");
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AssertFatal(*cubemaps, "GFXGLCubemapArray - Got empty cubemap!");
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//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
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mSize = cubemaps[0]->getSize();
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mFormat = cubemaps[0]->getFormat();
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mMipMapLevels = cubemaps[0]->getMipMapLevels();
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mNumCubemaps = cubemapCount;
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const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_ARRAY_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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for (U32 i = 0; i < cubemapCount; i++)
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{
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GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
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for (U32 face = 0; face < 6; face++)
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{
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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//U32 currentMip = 0;
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{
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U8 *pixelData = glTex->getTextureData(face, currentMip);
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const U32 mipSize = getMax(U32(1), mSize >> currentMip);
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/*if (isCompressed)
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{
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const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
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glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
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}
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else
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{*/ //TODO figure out xyzOffsets
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glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, i * face, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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//}
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delete[] pixelData;
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}
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}
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}
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}
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//Just allocate the cubemap array but we don't upload any data
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void GFXGLCubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format)
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{
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//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
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mSize = cubemapFaceSize;
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mFormat = format;
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mMipMapLevels = ImageUtil::getMaxMipCount(cubemapFaceSize, cubemapFaceSize);
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mNumCubemaps = cubemapCount;
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const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_ARRAY_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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/*for (U32 i = 0; i < cubemapCount; i++)
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{
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GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
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for (U32 face = 0; face < 6; face++)
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{
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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{
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U8 *pixelData = glTex->getTextureData(face, currentMip);
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const U32 mipSize = getMax(U32(1), mSize >> currentMip);
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if (isCompressed)
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{
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const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
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glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
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}
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else
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{
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glTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize,
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0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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}
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delete[] pixelData;
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}
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}
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}*/
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}
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void GFXGLCubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32 slot)
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{
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AssertFatal(slot <= mNumCubemaps, "GFXD3D11CubemapArray::updateTexture - trying to update a cubemap texture that is out of bounds!");
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const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
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GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemap.getPointer());
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for (U32 face = 0; face < 6; face++)
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{
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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//U32 currentMip = 0;
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{
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U8 *pixelData = glTex->getTextureData(face, currentMip);
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const U32 mipSize = getMax(U32(1), mSize >> currentMip);
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/*if (isCompressed)
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{
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const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
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glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
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}
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else
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{*/ //TODO figure out xyzOffsets
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glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, slot * face, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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//}
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delete[] pixelData;
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}
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}
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}
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void GFXGLCubemapArray::copyTo(GFXCubemapArray *pDstCubemap)
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{
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AssertFatal(pDstCubemap, "GFXGLCubemapArray::copyTo - Got null GFXCubemapArray");
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const U32 dstCount = pDstCubemap->getNumCubemaps();
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const GFXFormat dstFmt = pDstCubemap->getFormat();
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const U32 dstSize = pDstCubemap->getSize();
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const U32 dstMips = pDstCubemap->getMipMapLevels();
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AssertFatal(dstCount > mNumCubemaps, "GFXGLCubemapArray::copyTo - Destination too small");
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AssertFatal(dstFmt == mFormat, "GFXGLCubemapArray::copyTo - Destination format doesn't match");
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AssertFatal(dstSize == mSize, "GFXGLCubemapArray::copyTo - Destination size doesn't match");
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AssertFatal(dstMips == mMipMapLevels, "GFXGLCubemapArray::copyTo - Destination mip levels doesn't match");
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GFXGLCubemapArray* pDstCube = static_cast<GFXGLCubemapArray*>(pDstCubemap);
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for (U32 cubeMap = 0; cubeMap < mNumCubemaps; cubeMap++)
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{
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for (U32 face = 0; face < CubeFaces; face++)
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{
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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//U32 currentMip = 0;
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{
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//U8 *pixelData = pDstCube->get->getTextureData(face, currentMip);
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const U32 mipSize = getMax(U32(1), mSize >> currentMip);
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/*if (isCompressed)
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{
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const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
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glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
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}
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else
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{*/ //TODO figure out xyzOffsets
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glCopyImageSubData(mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, cubeMap * face, 0, 0, 0, pDstCube->mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, cubeMap * face, 0, 0, 0, mipSize, mipSize, 6);
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//glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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//glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, CubeFaces, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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//}
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//delete[] pixelData;
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}
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}
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}
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}
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void GFXGLCubemapArray::setToTexUnit(U32 tuNum)
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{
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static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapArrayInternal(tuNum, this);
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}
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void GFXGLCubemapArray::bind(U32 textureUnit) const
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
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AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
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if (!sb)
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return;
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const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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}
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@ -30,6 +30,9 @@
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#include "core/resource.h"
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#endif
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const U32 CubeFaces = 6;
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const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to sync up with other classes like GBitmap
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class GFXGLCubemap : public GFXCubemap
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{
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@ -55,7 +58,11 @@ public:
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/// Called by texCB; this is to ensure that all textures have been resurrected before we attempt to res the cubemap.
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void tmResurrect();
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static GLenum getEnumForFaceNumber(U32 face) { return faceList[face]; } ///< Performs lookup to get a GLenum for the given face number
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static GLenum getEnumForFaceNumber(U32 face);///< Performs lookup to get a GLenum for the given face number
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/// @return An array containing the texture data
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/// @note You are responsible for deleting the returned data! (Use delete[])
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U8* getTextureData(U32 face, U32 mip = 0);
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protected:
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@ -85,7 +92,29 @@ protected:
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virtual void bind(U32 textureUnit) const; ///< Notifies our owning device that we want to be set to the given texture unit (used for GL internal state tracking)
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void fillCubeTextures(GFXTexHandle* faces); ///< Copies the textures in faces into the cubemap
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static GLenum faceList[6]; ///< Lookup table
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};
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class GFXGLCubemapArray : public GFXCubemapArray
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{
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public:
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GFXGLCubemapArray();
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virtual ~GFXGLCubemapArray();
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//virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
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virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
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virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format);
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virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot);
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virtual void copyTo(GFXCubemapArray *pDstCubemap);
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virtual void setToTexUnit(U32 tuNum);
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// GFXResource interface
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virtual void zombify() {}
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virtual void resurrect() {}
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protected:
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friend class GFXGLDevice;
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void bind(U32 textureUnit) const;
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GLuint mCubemap; ///< Internal GL handle
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};
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#endif
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@ -448,6 +448,13 @@ GFXCubemap* GFXGLDevice::createCubemap()
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return cube;
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};
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GFXCubemapArray *GFXGLDevice::createCubemapArray()
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{
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GFXGLCubemapArray* cubeArray = new GFXGLCubemapArray();
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cubeArray->registerResourceWithDevice(this);
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return cubeArray;
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}
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void GFXGLDevice::endSceneInternal()
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{
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// nothing to do for opengl
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@ -675,6 +682,22 @@ void GFXGLDevice::setCubemapInternal(U32 textureUnit, const GFXGLCubemap* textur
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}
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}
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void GFXGLDevice::setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture)
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{
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if (texture)
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{
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mActiveTextureType[textureUnit] = GL_TEXTURE_CUBE_MAP_ARRAY;
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texture->bind(textureUnit);
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}
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else if (mActiveTextureType[textureUnit] != GL_ZERO)
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(mActiveTextureType[textureUnit], 0);
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getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
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mActiveTextureType[textureUnit] = GL_ZERO;
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}
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}
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void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
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{
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// ONLY NEEDED ON FFP
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@ -39,6 +39,7 @@ class GFXGLVertexBuffer;
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class GFXGLPrimitiveBuffer;
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class GFXGLTextureTarget;
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class GFXGLCubemap;
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class GFXGLCubemapArray;
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class GFXGLStateCache;
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class GFXGLVertexDecl;
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@ -81,7 +82,7 @@ public:
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virtual U32 getTotalVideoMemory();
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virtual GFXCubemap * createCubemap();
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virtual GFXCubemapArray *createCubemapArray() { return NULL; } //TODO: implement
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virtual GFXCubemapArray *createCubemapArray();
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virtual F32 getFillConventionOffset() const { return 0.0f; }
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@ -170,7 +171,8 @@ protected:
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virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
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virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
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virtual void setCubemapInternal(U32 cubemap, const GFXGLCubemap* texture);
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virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
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virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
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virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
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virtual void setLightMaterialInternal(const GFXLightMaterial mat);
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@ -207,11 +209,12 @@ private:
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friend class GFXGLTextureObject;
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friend class GFXGLCubemap;
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friend class GFXGLCubemapArray;
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friend class GFXGLWindowTarget;
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friend class GFXGLPrimitiveBuffer;
|
||||
friend class GFXGLVertexBuffer;
|
||||
|
||||
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
|
||||
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
|
||||
|
||||
U32 mAdapterIndex;
|
||||
|
||||
|
|
|
|||
|
|
@ -80,6 +80,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
|
|||
case GFXSCT_Int:
|
||||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
return 4;
|
||||
case GFXSCT_Float2:
|
||||
case GFXSCT_Int2:
|
||||
|
|
@ -625,6 +626,9 @@ void GFXGLShader::initConstantDescs()
|
|||
case GL_SAMPLER_CUBE:
|
||||
desc.constType = GFXSCT_SamplerCube;
|
||||
break;
|
||||
case GL_SAMPLER_CUBE_MAP_ARRAY:
|
||||
desc.constType = GFXSCT_SamplerCubeArray;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
||||
// If we don't recognize the constant don't add its description.
|
||||
|
|
@ -656,7 +660,7 @@ void GFXGLShader::initHandles()
|
|||
|
||||
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||
S32 sampler = -1;
|
||||
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube)
|
||||
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray)
|
||||
{
|
||||
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
||||
AssertFatal(idx != -1, "");
|
||||
|
|
@ -699,7 +703,7 @@ void GFXGLShader::initHandles()
|
|||
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
||||
{
|
||||
GFXGLShaderConstHandle* handle = iter->value;
|
||||
if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube))
|
||||
if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube || handle->getType() == GFXSCT_SamplerCubeArray))
|
||||
{
|
||||
// Set sampler number on our program.
|
||||
glUniform1i(handle->mLocation, handle->mSamplerNum);
|
||||
|
|
@ -831,6 +835,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|||
case GFXSCT_Int:
|
||||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
||||
break;
|
||||
case GFXSCT_Int2:
|
||||
|
|
|
|||
|
|
@ -20,11 +20,11 @@ public:
|
|||
class TextureUnit
|
||||
{
|
||||
public:
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0)
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0)
|
||||
{
|
||||
|
||||
}
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube;
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray;
|
||||
};
|
||||
|
||||
/// after glBindTexture
|
||||
|
|
@ -45,6 +45,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP:
|
||||
mTextureUnits[mActiveTexture].mTextureCube = handle;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
|
||||
return;
|
||||
|
|
@ -68,6 +71,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP:
|
||||
mTextureUnits[mActiveTexture].mTextureCube = handle;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_FRAMEBUFFER:
|
||||
mBindedFBO_W = mBindedFBO_R = handle;
|
||||
break;
|
||||
|
|
@ -101,6 +107,8 @@ public:
|
|||
return mTextureUnits[mActiveTexture].mTexture1D;
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
return mTextureUnits[mActiveTexture].mTextureCube;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureCubeArray;
|
||||
case GL_DRAW_FRAMEBUFFER:
|
||||
return mBindedFBO_W;
|
||||
case GL_READ_FRAMEBUFFER:
|
||||
|
|
|
|||
|
|
@ -191,6 +191,9 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTU
|
|||
#define PRESERVE_CUBEMAP_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define _GET_TEXTURE_BINDING(binding) \
|
||||
binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
|
||||
|
||||
|
|
|
|||
|
|
@ -423,7 +423,7 @@ void RenderProbeMgr::_setupStaticParameters()
|
|||
if (!curEntry.mIsEnabled)
|
||||
continue;
|
||||
|
||||
if (curEntry.mIsSkylight)
|
||||
if (curEntry.mProbeShapeType == ProbeRenderInst::ProbeShapeType::Skylight || curEntry.mIsSkylight)
|
||||
{
|
||||
skylightPos = curEntry.getPosition();
|
||||
skylightPrefilterMap = curEntry.mPrefilterCubemap;
|
||||
|
|
@ -680,11 +680,13 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
|
|||
{
|
||||
if (curEntry.mPrefilterCubemap.isValid() && curEntry.mPrefilterCubemap.isValid())
|
||||
{
|
||||
U32 specSample = probeShaderConsts->mSkylightSpecularMap->getSamplerRegister();
|
||||
U32 irradSample = probeShaderConsts->mSkylightIrradMap->getSamplerRegister();
|
||||
S32 specSample = probeShaderConsts->mSkylightSpecularMap->getSamplerRegister();
|
||||
if (specSample != -1)
|
||||
GFX->setCubeTexture(specSample, curEntry.mPrefilterCubemap);
|
||||
|
||||
GFX->setCubeTexture(probeShaderConsts->mSkylightSpecularMap->getSamplerRegister(), curEntry.mPrefilterCubemap);
|
||||
GFX->setCubeTexture(probeShaderConsts->mSkylightIrradMap->getSamplerRegister(), curEntry.mIrradianceCubemap);
|
||||
S32 irradSample = probeShaderConsts->mSkylightIrradMap->getSamplerRegister();
|
||||
if (irradSample != -1)
|
||||
GFX->setCubeTexture(irradSample, curEntry.mIrradianceCubemap);
|
||||
|
||||
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 1.0f);
|
||||
hasSkylight = true;
|
||||
|
|
@ -718,8 +720,13 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
|
|||
shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
|
||||
shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
|
||||
|
||||
GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
|
||||
GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
|
||||
S32 specSample = probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister();
|
||||
if (specSample != -1)
|
||||
GFX->setCubeArrayTexture(specSample, mPrefilterArray);
|
||||
|
||||
S32 irradSample = probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister();
|
||||
if (irradSample != -1)
|
||||
GFX->setCubeArrayTexture(irradSample, mIrradianceArray);
|
||||
|
||||
if (!hasSkylight)
|
||||
shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);
|
||||
|
|
@ -779,8 +786,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
//updateProbes();
|
||||
|
||||
// Early out if nothing to draw.
|
||||
if (!ProbeRenderInst::all.size() || !RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (mEffectiveProbeCount == 0
|
||||
|| mCubeMapCount != 0 && !hasSkylight))
|
||||
if (!RenderProbeMgr::smRenderReflectionProbes || !state->isDiffusePass() || (!ProbeRenderInst::all.size() || mEffectiveProbeCount == 0 || mCubeMapCount != 0 ) && !hasSkylight)
|
||||
{
|
||||
getProbeArrayEffect()->setSkip(true);
|
||||
return;
|
||||
|
|
@ -793,6 +799,19 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
// Initialize and set the per-frame parameters after getting
|
||||
// the vector light material as we use lazy creation.
|
||||
//_setupPerFrameParameters(state);
|
||||
|
||||
//Visualization
|
||||
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);
|
||||
|
||||
String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap);
|
||||
|
||||
String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap);
|
||||
|
||||
String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
|
||||
|
||||
//Array rendering
|
||||
//U32 probeCount = ProbeRenderInst::all.size();
|
||||
|
|
@ -804,23 +823,14 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
mProbeArrayEffect->setCubemapTexture(7, skylightIrradMap);
|
||||
}
|
||||
|
||||
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
|
||||
|
||||
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
|
||||
if (mEffectiveProbeCount != 0)
|
||||
{
|
||||
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);
|
||||
mProbeArrayEffect->setCubemapArrayTexture(5, mIrradianceArray);
|
||||
|
||||
String useDebugAtten = Con::getVariable("$Probes::showAttenuation", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_ATTENUATION", useDebugAtten);
|
||||
|
||||
String useDebugSpecCubemap = Con::getVariable("$Probes::showSpecularCubemaps", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_SPECCUBEMAP", useDebugSpecCubemap);
|
||||
|
||||
String useDebugDiffuseCubemap = Con::getVariable("$Probes::showDiffuseCubemaps", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_DIFFCUBEMAP", useDebugDiffuseCubemap);
|
||||
|
||||
String useDebugContrib = Con::getVariable("$Probes::showProbeContrib", "0");
|
||||
mProbeArrayEffect->setShaderMacro("DEBUGVIZ_CONTRIB", useDebugContrib);
|
||||
|
||||
if (useDebugContrib == String("1"))
|
||||
{
|
||||
MRandomLCG RandomGen;
|
||||
|
|
@ -841,15 +851,12 @@ void RenderProbeMgr::render( SceneRenderState *state )
|
|||
else if (i == 2)
|
||||
contribColors[i] = Point4F(0, 0, 1, 1);
|
||||
else
|
||||
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1),1);
|
||||
contribColors[i] = Point4F(RandomGen.randF(0, 1), RandomGen.randF(0, 1), RandomGen.randF(0, 1), 1);
|
||||
}
|
||||
|
||||
mProbeArrayEffect->setShaderConst("$probeContribColors", contribColors);
|
||||
}
|
||||
|
||||
mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
|
||||
|
||||
mProbeArrayEffect->setShaderConst("$numProbes", (float)mEffectiveProbeCount);
|
||||
mProbeArrayEffect->setShaderConst("$inProbePosArray", probePositionsData);
|
||||
mProbeArrayEffect->setShaderConst("$inRefPosArray", probeRefPositionsData);
|
||||
mProbeArrayEffect->setShaderConst("$worldToObjArray", probeWorldToObjData);
|
||||
|
|
|
|||
|
|
@ -36,6 +36,11 @@ singleton Material( Grid512_Blue_Mat )
|
|||
metalness[0] = "0.803922";
|
||||
translucent = "1";
|
||||
translucentBlendOp = "Add";
|
||||
normalMap[0] = "art/pbr/floor/FloorEbony_normal.png";
|
||||
invertSmoothness[0] = "1";
|
||||
roughMap[0] = "art/pbr/floor/FloorEbony_rough.png";
|
||||
aoMap[0] = "art/pbr/floor/FloorEbony_ao.png";
|
||||
metalMap[0] = "art/pbr/floor/FloorEbony_metal.png";
|
||||
};
|
||||
|
||||
singleton Material( Grid512_ForestGreen_Mat )
|
||||
|
|
|
|||
|
|
@ -310,15 +310,17 @@ singleton ShaderData( PFX_ReflectionProbeArray )
|
|||
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
|
||||
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
|
||||
|
||||
//OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl";
|
||||
//OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl";
|
||||
OGLVertexShaderFile = "shaders/common/postFx/gl/postFxV.glsl";
|
||||
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
|
||||
|
||||
samplerNames[0] = "$deferredBuffer";
|
||||
samplerNames[1] = "$colorBuffer";
|
||||
samplerNames[2] = "$matInfoBuffer";
|
||||
samplerNames[3] = "$BRDFTexture";
|
||||
samplerNames[4] = "$cubeMap";
|
||||
samplerNames[5] = "$irradianceCubemap";
|
||||
samplerNames[4] = "$specularCubemapAR";
|
||||
samplerNames[5] = "$irradianceCubemapAR";
|
||||
samplerNames[6] = "$skylightSpecularMap";
|
||||
samplerNames[7] = "$skylightIrradMap";
|
||||
|
||||
pixVersion = 2.0;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -99,18 +99,17 @@ new SimGroup(MissionGroup) {
|
|||
};
|
||||
new Skylight(theSkyLight) {
|
||||
enabled = "1";
|
||||
ProbeShape = "Box";
|
||||
radius = "10";
|
||||
posOffset = "0 0 0";
|
||||
ReflectionMode = "Baked Cubemap";
|
||||
reflectionPath = "levels/Timmy Test/probes/";
|
||||
Bake = "0";
|
||||
position = "8.74661 10.1457 2.48852";
|
||||
position = "8.74661 10.1457 2.94337";
|
||||
rotation = "1 0 0 0";
|
||||
scale = "1 1 1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "1";
|
||||
persistentId = "247d7009-db8a-11e8-87b8-ed691a78e155";
|
||||
posOffset = "0 0 0";
|
||||
ProbeShape = "Box";
|
||||
radius = "10";
|
||||
reflectionPath = "levels/Timmy Test/probes/";
|
||||
scale = "1 1 1";
|
||||
};
|
||||
new TSStatic() {
|
||||
shapeName = "art/shapes/material_ball/material_ball.dae";
|
||||
|
|
@ -351,5 +350,33 @@ new SimGroup(MissionGroup) {
|
|||
canSave = "1";
|
||||
canSaveDynamicFields = "1";
|
||||
};
|
||||
new ConvexShape() {
|
||||
Material = "Grid512_Blue_Mat";
|
||||
position = "-6.41329 13.7734 2.12278";
|
||||
rotation = "0 0 1 3.19212";
|
||||
scale = "1 1 1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "1";
|
||||
|
||||
surface = "0 0 0 1 0 0 0.384079";
|
||||
surface = "0 1 0 0 0 0 -0.384079";
|
||||
surface = "0.707107 0 0 0.707107 0 0.285194 0";
|
||||
surface = "0 0.707107 -0.707107 0 0 -0.285194 -1.42109e-14";
|
||||
surface = "0.5 0.5 -0.5 0.5 -0.758333 0 -1.07696e-07";
|
||||
surface = "0.5 -0.5 0.5 0.5 0.758333 0 -1.07696e-07";
|
||||
};
|
||||
new BoxEnvironmentProbe() {
|
||||
enabled = "0";
|
||||
refOffset = "0 0 0";
|
||||
refScale = "10 10 10";
|
||||
ReflectionMode = "Baked Cubemap";
|
||||
position = "-11.7544 15.2634 4.67576";
|
||||
rotation = "1 0 0 0";
|
||||
scale = "10 10 10";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "1";
|
||||
persistentId = "8c7e1f23-5f1c-11e9-8089-c88cdaba85a3";
|
||||
attenuation = "1";
|
||||
};
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
|
|||
|
|
@ -44,6 +44,9 @@ uniform vec4 albedo;
|
|||
|
||||
#endif // !TORQUE_SHADERGEN
|
||||
|
||||
#define MAX_PROBES 50
|
||||
#define MAX_FORWARD_PROBES 4
|
||||
|
||||
vec3 getDistanceVectorToPlane( vec3 origin, vec3 direction, vec4 plane )
|
||||
{
|
||||
float denum = dot( plane.xyz, direction.xyz );
|
||||
|
|
@ -119,15 +122,15 @@ void Surface::Update()
|
|||
F = F_Schlick(f0, f90, NdotV);
|
||||
}
|
||||
|
||||
Surface createSurface(vec4 gbuffer0, sampler2D gbufferTex1, sampler2D gbufferTex2, in vec2 uv, in vec3 wsEyePos, in vec3 wsEyeRay, in mat4 invView)
|
||||
Surface createSurface(vec4 normDepth, sampler2D colorBuffer, sampler2D matInfoBuffer, in vec2 uv, in vec3 wsEyePos, in vec3 wsEyeRay, in mat4 invView)
|
||||
{
|
||||
Surface surface;// = Surface();
|
||||
|
||||
vec4 gbuffer1 = texture(gbufferTex1, uv);
|
||||
vec4 gbuffer2 = texture(gbufferTex2, uv);
|
||||
surface.depth = gbuffer0.a;
|
||||
vec4 gbuffer1 = texture(colorBuffer, uv);
|
||||
vec4 gbuffer2 = texture(matInfoBuffer, uv);
|
||||
surface.depth = normDepth.a;
|
||||
surface.P = wsEyePos + wsEyeRay * surface.depth;
|
||||
surface.N = tMul(invView, vec4(gbuffer0.xyz,0)).xyz; //TODO move t3d to use WS normals
|
||||
surface.N = tMul(invView, vec4(normDepth.xyz,0)).xyz; //TODO move t3d to use WS normals
|
||||
surface.V = normalize(wsEyePos - surface.P);
|
||||
surface.baseColor = gbuffer1;
|
||||
const float minRoughness=1e-4;
|
||||
|
|
@ -266,4 +269,158 @@ vec3 directSpecular(vec3 N, vec3 V, vec3 L, float roughness, float F0)
|
|||
|
||||
float specular = dotNL * D * F * vis;
|
||||
return vec3(specular,specular,specular);
|
||||
}
|
||||
}
|
||||
|
||||
//Probe IBL stuff
|
||||
float defineSphereSpaceInfluence(vec3 wsPosition, vec3 wsProbePosition, float radius)
|
||||
{
|
||||
vec3 L = wsProbePosition.xyz - wsPosition;
|
||||
float contribution = 1.0 - length(L) / radius;
|
||||
return contribution;
|
||||
}
|
||||
|
||||
float getDistBoxToPoint(vec3 pt, vec3 extents)
|
||||
{
|
||||
vec3 d = max(max(-extents - pt, 0), pt - extents);
|
||||
return max(max(d.x, d.y), d.z);
|
||||
}
|
||||
|
||||
float defineBoxSpaceInfluence(vec3 wsPosition, mat4 worldToObj, float attenuation)
|
||||
{
|
||||
vec3 surfPosLS = tMul(worldToObj, vec4(wsPosition, 1.0)).xyz;
|
||||
float atten = 1.0 - attenuation;
|
||||
float baseVal = 0.25;
|
||||
float dist = getDistBoxToPoint(surfPosLS, vec3(baseVal, baseVal, baseVal));
|
||||
return saturate(smoothstep(baseVal + 0.0001, atten*baseVal, dist));
|
||||
}
|
||||
|
||||
// Box Projected IBL Lighting
|
||||
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
|
||||
// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
|
||||
vec3 boxProject(vec3 wsPosition, vec3 wsReflectVec, mat4 worldToObj, vec3 bbMin, vec3 bbMax, vec3 refPosition)
|
||||
{
|
||||
vec3 RayLS = tMul(worldToObj, vec4(wsReflectVec, 0.0)).xyz;
|
||||
vec3 PositionLS = tMul(worldToObj, vec4(wsPosition, 1.0)).xyz;
|
||||
|
||||
vec3 unit = bbMax.xyz - bbMin.xyz;
|
||||
vec3 plane1vec = (unit / 2 - PositionLS) / RayLS;
|
||||
vec3 plane2vec = (-unit / 2 - PositionLS) / RayLS;
|
||||
vec3 furthestPlane = max(plane1vec, plane2vec);
|
||||
float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
|
||||
vec3 posonbox = wsPosition + wsReflectVec * dist;
|
||||
|
||||
return posonbox - refPosition.xyz;
|
||||
}
|
||||
|
||||
/*vec4 computeForwardProbes(Surface surface,
|
||||
float cubeMips, float numProbes, mat4 worldToObjArray[MAX_FORWARD_PROBES], vec4 probeConfigData[MAX_FORWARD_PROBES],
|
||||
vec4 inProbePosArray[MAX_FORWARD_PROBES], vec4 bbMinArray[MAX_FORWARD_PROBES], vec4 bbMaxArray[MAX_FORWARD_PROBES], vec4 inRefPosArray[MAX_FORWARD_PROBES],
|
||||
float hasSkylight, samplerCube skylightIrradMap, samplerCube skylightSpecularMap,
|
||||
sampler2D BRDFTexture, samplerCubeArray irradianceCubemapAR,
|
||||
samplerCubeArray specularCubemapAR)
|
||||
{
|
||||
return vec4(0,0,0,1);
|
||||
|
||||
int i = 0;
|
||||
float blendFactor[MAX_FORWARD_PROBES];
|
||||
float blendSum = 0;
|
||||
float blendFacSum = 0;
|
||||
float invBlendSum = 0;
|
||||
float probehits = 0;
|
||||
//Set up our struct data
|
||||
float contribution[MAX_FORWARD_PROBES];
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
contribution[i] = 0;
|
||||
|
||||
if (probeConfigData[i].r == 0) //box
|
||||
{
|
||||
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
|
||||
if (contribution[i] > 0.0)
|
||||
probehits++;
|
||||
}
|
||||
else if (probeConfigData[i].r == 1) //sphere
|
||||
{
|
||||
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
|
||||
if (contribution[i] > 0.0)
|
||||
probehits++;
|
||||
}
|
||||
|
||||
contribution[i] = max(contribution[i], 0);
|
||||
|
||||
blendSum += contribution[i];
|
||||
invBlendSum += (1.0f - contribution[i]);
|
||||
}
|
||||
|
||||
if (probehits > 1.0)
|
||||
{
|
||||
for (i = 0; i < numProbes; i++)
|
||||
{
|
||||
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
|
||||
blendFactor[i] *= ((contribution[i]) / invBlendSum);
|
||||
blendFactor[i] = saturate(blendFactor[i]);
|
||||
blendFacSum += blendFactor[i];
|
||||
}
|
||||
|
||||
// Normalize blendVal
|
||||
if (blendFacSum == 0.0f) // Possible with custom weight
|
||||
{
|
||||
blendFacSum = 1.0f;
|
||||
}
|
||||
|
||||
float invBlendSumWeighted = 1.0f / blendFacSum;
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
blendFactor[i] *= invBlendSumWeighted;
|
||||
contribution[i] *= blendFactor[i];
|
||||
//alpha -= contribution[i];
|
||||
}
|
||||
}
|
||||
//else
|
||||
// alpha -= blendSum;
|
||||
|
||||
vec3 irradiance = vec3(0, 0, 0);
|
||||
vec3 specular = vec3(0, 0, 0);
|
||||
|
||||
// Radiance (Specular)
|
||||
float lod = surface.roughness*cubeMips;
|
||||
|
||||
float alpha = 1;
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
float contrib = contribution[i];
|
||||
if (contrib != 0)
|
||||
{
|
||||
int cubemapIdx = probeConfigData[i].a;
|
||||
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
|
||||
|
||||
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
|
||||
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
|
||||
alpha -= contrib;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSkylight == 1 && alpha > 0.001)
|
||||
{
|
||||
irradiance += textureLod(skylightIrradMap, surface.R, 0).xyz * alpha;
|
||||
specular += textureLod(skylightSpecularMap, surface.R, lod).xyz * alpha;
|
||||
}
|
||||
|
||||
vec3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
|
||||
|
||||
//energy conservation
|
||||
vec3 kD = 1.0.xxx - F;
|
||||
kD *= 1.0 - surface.metalness;
|
||||
|
||||
//apply brdf
|
||||
//Do it once to save on texture samples
|
||||
vec2 brdf = texture(BRDFTexture, vec2(surface.roughness, surface.NdotV)).xy;
|
||||
specular *= brdf.x * F + brdf.y;
|
||||
|
||||
//final diffuse color
|
||||
vec3 diffuse = kD * irradiance * surface.baseColor.rgb;
|
||||
vec4 finalColor = vec4(diffuse + specular * surface.ao, 1.0);
|
||||
|
||||
finalColor = vec4(irradiance.rgb,1);
|
||||
return finalColor;
|
||||
}*/
|
||||
|
|
@ -1,63 +1,212 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
#include "../../../gl/hlslCompat.glsl"
|
||||
#include "../../../postFx/gl/postFx.glsl"
|
||||
#include "../../../gl/torque.glsl"
|
||||
#include "shadergen:/autogenConditioners.h"
|
||||
#include "../../../gl/lighting.glsl"
|
||||
|
||||
#include "../../torque.hlsl"
|
||||
#line 7
|
||||
|
||||
struct ConnectData
|
||||
uniform sampler2D deferredBuffer;
|
||||
uniform sampler2D colorBuffer;
|
||||
uniform sampler2D matInfoBuffer;
|
||||
uniform sampler2D BRDFTexture;
|
||||
|
||||
uniform vec4 rtParams0;
|
||||
uniform vec4 vsFarPlane;
|
||||
uniform mat4 cameraToWorld;
|
||||
uniform vec3 eyePosWorld;
|
||||
|
||||
//cubemap arrays require all the same size. so shared mips# value
|
||||
uniform float cubeMips;
|
||||
|
||||
uniform float numProbes;
|
||||
uniform samplerCubeArray specularCubemapAR;
|
||||
uniform samplerCubeArray irradianceCubemapAR;
|
||||
|
||||
uniform vec4 inProbePosArray[MAX_PROBES];
|
||||
uniform vec4 inRefPosArray[MAX_PROBES];
|
||||
uniform mat4 worldToObjArray[MAX_PROBES];
|
||||
uniform vec4 bbMinArray[MAX_PROBES];
|
||||
uniform vec4 bbMaxArray[MAX_PROBES];
|
||||
uniform vec4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
|
||||
|
||||
#if DEBUGVIZ_CONTRIB
|
||||
uniform vec4 probeContribColors[MAX_PROBES];
|
||||
#endif
|
||||
|
||||
uniform samplerCube skylightSpecularMap;
|
||||
uniform samplerCube skylightIrradMap;
|
||||
uniform float hasSkylight;
|
||||
|
||||
out vec4 OUT_col;
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 hpos : TORQUE_POSITION;
|
||||
float2 uv : TEXCOORD;
|
||||
};
|
||||
//unpack normal and linear depth
|
||||
vec4 normDepth = deferredUncondition(deferredBuffer, IN_uv0.xy);
|
||||
|
||||
uniform int face;
|
||||
//create surface
|
||||
Surface surface = createSurface(normDepth, colorBuffer, matInfoBuffer, IN_uv0.xy, eyePosWorld, IN_wsEyeRay, cameraToWorld);
|
||||
|
||||
TORQUE_UNIFORM_SAMPLERCUBE(environmentMap, 0);
|
||||
//early out if emissive
|
||||
if (getFlag(surface.matFlag, 0))
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
float4 main(ConnectData IN) : TORQUE_TARGET0
|
||||
{
|
||||
float3 N = getCubeDir(face,IN.uv);
|
||||
float3 irradiance = 0;
|
||||
|
||||
// tangent space calculation from origin point
|
||||
float3 up = float3(0.0, 0.0, 1.0);
|
||||
float3 right = cross(up, N);
|
||||
up = cross(N, right);
|
||||
|
||||
float sampleDelta = 0.025;
|
||||
int nrSamples = 0;
|
||||
for(float phi = 0.0; phi < M_2PI_F; phi += sampleDelta)
|
||||
{
|
||||
for(float theta = 0.0; theta < M_HALFPI_F; theta += sampleDelta)
|
||||
{
|
||||
// spherical to cartesian (in tangent space)
|
||||
float3 tangentSample = float3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
||||
// tangent space to world
|
||||
float3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
|
||||
float alpha = 1;
|
||||
|
||||
irradiance += TORQUE_TEXCUBE(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
|
||||
nrSamples++;
|
||||
}
|
||||
}
|
||||
irradiance = M_PI_F * irradiance * (1.0 / float(nrSamples));
|
||||
|
||||
return float4(irradiance, 1.0);
|
||||
}
|
||||
int i = 0;
|
||||
float blendFactor[MAX_PROBES];
|
||||
float blendSum = 0;
|
||||
float blendFacSum = 0;
|
||||
float invBlendSum = 0;
|
||||
float probehits = 0;
|
||||
//Set up our struct data
|
||||
float contribution[MAX_PROBES];
|
||||
if (alpha > 0)
|
||||
{
|
||||
//Process prooooobes
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
contribution[i] = 0;
|
||||
|
||||
if (probeConfigData[i].r == 0) //box
|
||||
{
|
||||
contribution[i] = defineBoxSpaceInfluence(surface.P, worldToObjArray[i], probeConfigData[i].b);
|
||||
if (contribution[i]>0.0)
|
||||
probehits++;
|
||||
}
|
||||
else if (probeConfigData[i].r == 1) //sphere
|
||||
{
|
||||
contribution[i] = defineSphereSpaceInfluence(surface.P, inProbePosArray[i].xyz, probeConfigData[i].g);
|
||||
if (contribution[i]>0.0)
|
||||
probehits++;
|
||||
}
|
||||
|
||||
contribution[i] = max(contribution[i],0);
|
||||
|
||||
blendSum += contribution[i];
|
||||
invBlendSum += (1.0f - contribution[i]);
|
||||
}
|
||||
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
|
||||
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
|
||||
// respect constraint B.
|
||||
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
|
||||
// and respect constraint A.
|
||||
|
||||
if (probehits>1.0)
|
||||
{
|
||||
for (i = 0; i < numProbes; i++)
|
||||
{
|
||||
blendFactor[i] = ((contribution[i] / blendSum)) / probehits;
|
||||
blendFactor[i] *= ((contribution[i]) / invBlendSum);
|
||||
blendFactor[i] = saturate(blendFactor[i]);
|
||||
blendFacSum += blendFactor[i];
|
||||
}
|
||||
|
||||
// Normalize blendVal
|
||||
#if DEBUGVIZ_ATTENUATION == 0 //this can likely be removed when we fix the above normalization behavior
|
||||
if (blendFacSum == 0.0f) // Possible with custom weight
|
||||
{
|
||||
blendFacSum = 1.0f;
|
||||
}
|
||||
#endif
|
||||
|
||||
float invBlendSumWeighted = 1.0f / blendFacSum;
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
blendFactor[i] *= invBlendSumWeighted;
|
||||
contribution[i] *= blendFactor[i];
|
||||
alpha -= contribution[i];
|
||||
}
|
||||
}
|
||||
else
|
||||
alpha -= blendSum;
|
||||
|
||||
#if DEBUGVIZ_ATTENUATION == 1
|
||||
float contribAlpha = 1;
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
contribAlpha -= contribution[i];
|
||||
}
|
||||
|
||||
OUT_col = vec4(1 - contribAlpha, 1 - contribAlpha, 1 - contribAlpha, 1);
|
||||
return;
|
||||
#endif
|
||||
|
||||
#if DEBUGVIZ_CONTRIB == 1
|
||||
vec3 finalContribColor = vec3(0, 0, 0);
|
||||
float contribAlpha = 1;
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
finalContribColor += contribution[i] *probeContribColors[i].rgb;
|
||||
contribAlpha -= contribution[i];
|
||||
}
|
||||
|
||||
//Skylight coloration for anything not covered by probes above
|
||||
finalContribColor += vec3(0.3, 0.3, 0.3) * contribAlpha;
|
||||
|
||||
OUT_col = vec4(finalContribColor, 1);
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 irradiance = vec3(0, 0, 0);
|
||||
vec3 specular = vec3(0, 0, 0);
|
||||
|
||||
// Radiance (Specular)
|
||||
#if DEBUGVIZ_SPECCUBEMAP == 0
|
||||
float lod = surface.roughness*cubeMips;
|
||||
#elif DEBUGVIZ_SPECCUBEMAP == 1
|
||||
float lod = 0;
|
||||
#endif
|
||||
|
||||
alpha = 1;
|
||||
for (i = 0; i < numProbes; ++i)
|
||||
{
|
||||
float contrib = contribution[i];
|
||||
if (contrib != 0)
|
||||
{
|
||||
float cubemapIdx = probeConfigData[i].a;
|
||||
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
|
||||
|
||||
//irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
|
||||
//specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
|
||||
irradiance += vec3(1,1,1) * contrib;
|
||||
specular += vec3(1,1,1) * contrib;
|
||||
alpha -= contrib;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasSkylight == 1 && alpha > 0.001)
|
||||
{
|
||||
irradiance += textureLod(skylightIrradMap, surface.R, 0).xyz * alpha;
|
||||
specular += textureLod(skylightSpecularMap, surface.R, lod).xyz * alpha;
|
||||
}
|
||||
|
||||
#if DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0
|
||||
OUT_col = vec4(specular, 1);
|
||||
return;
|
||||
#elif DEBUGVIZ_DIFFCUBEMAP == 1
|
||||
OUT_col = vec4(irradiance, 1);
|
||||
return;
|
||||
#endif
|
||||
|
||||
vec3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
|
||||
|
||||
//energy conservation
|
||||
vec3 kD = vec3(1,1,1) - F;
|
||||
kD *= 1.0 - surface.metalness;
|
||||
|
||||
//apply brdf
|
||||
//Do it once to save on texture samples
|
||||
vec2 brdf = texture(BRDFTexture, vec2(surface.roughness, surface.NdotV)).xy;
|
||||
specular *= brdf.x * F + brdf.y;
|
||||
|
||||
//final diffuse color
|
||||
vec3 diffuse = kD * irradiance * surface.baseColor.rgb;
|
||||
vec4 finalColor = vec4(diffuse + specular * surface.ao, 1.0);
|
||||
|
||||
OUT_col = finalColor;
|
||||
}
|
||||
|
|
|
|||
1
gl/Timmy Note.txt
Normal file
1
gl/Timmy Note.txt
Normal file
|
|
@ -0,0 +1 @@
|
|||
idiot me used glTexImage2D for the cubemap array code, obviously should be glTexImage3D
|
||||
389
gl/gfxGLCubemap.cpp
Normal file
389
gl/gfxGLCubemap.cpp
Normal file
|
|
@ -0,0 +1,389 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "gfx/gl/gfxGLDevice.h"
|
||||
#include "gfx/gl/gfxGLTextureObject.h"
|
||||
#include "gfx/gl/gfxGLEnumTranslate.h"
|
||||
#include "gfx/gl/gfxGLUtils.h"
|
||||
#include "gfx/gl/gfxGLCubemap.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
#include "gfx/gfxCardProfile.h"
|
||||
#include "gfx/bitmap/ddsFile.h"
|
||||
#include "gfx/bitmap/imageUtils.h"
|
||||
|
||||
|
||||
static GLenum faceList[6] =
|
||||
{
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
|
||||
};
|
||||
|
||||
GFXGLCubemap::GFXGLCubemap() :
|
||||
mCubemap(0),
|
||||
mDynamicTexSize(0),
|
||||
mFaceFormat( GFXFormatR8G8B8A8 )
|
||||
{
|
||||
for(U32 i = 0; i < 6; i++)
|
||||
mTextures[i] = NULL;
|
||||
|
||||
GFXTextureManager::addEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
|
||||
}
|
||||
|
||||
GFXGLCubemap::~GFXGLCubemap()
|
||||
{
|
||||
glDeleteTextures(1, &mCubemap);
|
||||
GFXTextureManager::removeEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
|
||||
}
|
||||
|
||||
GLenum GFXGLCubemap::getEnumForFaceNumber(U32 face)
|
||||
{
|
||||
return faceList[face];
|
||||
}
|
||||
|
||||
void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
|
||||
{
|
||||
AssertFatal( faces, "");
|
||||
AssertFatal( faces[0]->mMipLevels > 0, "");
|
||||
|
||||
PRESERVE_CUBEMAP_TEXTURE();
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, faces[0]->mMipLevels - 1 );
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
U32 reqWidth = faces[0]->getWidth();
|
||||
U32 reqHeight = faces[0]->getHeight();
|
||||
GFXFormat regFaceFormat = faces[0]->getFormat();
|
||||
const bool isCompressed = ImageUtil::isCompressedFormat(regFaceFormat);
|
||||
mWidth = reqWidth;
|
||||
mHeight = reqHeight;
|
||||
mFaceFormat = regFaceFormat;
|
||||
mMipMapLevels = getMax( (U32)1, faces[0]->mMipLevels);
|
||||
AssertFatal(reqWidth == reqHeight, "GFXGLCubemap::fillCubeTextures - Width and height must be equal!");
|
||||
|
||||
for(U32 i = 0; i < 6; i++)
|
||||
{
|
||||
AssertFatal(faces[i], avar("GFXGLCubemap::fillCubeFaces - texture %i is NULL!", i));
|
||||
AssertFatal((faces[i]->getWidth() == reqWidth) && (faces[i]->getHeight() == reqHeight), "GFXGLCubemap::fillCubeFaces - All textures must have identical dimensions!");
|
||||
AssertFatal(faces[i]->getFormat() == regFaceFormat, "GFXGLCubemap::fillCubeFaces - All textures must have identical formats!");
|
||||
|
||||
mTextures[i] = faces[i];
|
||||
GFXFormat faceFormat = faces[i]->getFormat();
|
||||
|
||||
GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
|
||||
if( isCompressed )
|
||||
{
|
||||
for( U32 mip = 0; mip < mMipMapLevels; ++mip )
|
||||
{
|
||||
const U32 mipWidth = getMax( U32(1), faces[i]->getWidth() >> mip );
|
||||
const U32 mipHeight = getMax( U32(1), faces[i]->getHeight() >> mip );
|
||||
const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, mWidth, mHeight, mip );
|
||||
|
||||
U8* buf = glTex->getTextureData( mip );
|
||||
glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, mipDataSize, buf);
|
||||
delete[] buf;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
U8* buf = glTex->getTextureData();
|
||||
glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], mWidth, mHeight,
|
||||
0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
|
||||
delete[] buf;
|
||||
}
|
||||
}
|
||||
|
||||
if( !isCompressed )
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
}
|
||||
|
||||
void GFXGLCubemap::initStatic(GFXTexHandle* faces)
|
||||
{
|
||||
if(mCubemap)
|
||||
return;
|
||||
|
||||
if(faces)
|
||||
{
|
||||
AssertFatal(faces[0], "GFXGLCubemap::initStatic - empty texture passed");
|
||||
glGenTextures(1, &mCubemap);
|
||||
fillCubeTextures(faces);
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLCubemap::initStatic( DDSFile *dds )
|
||||
{
|
||||
if(mCubemap)
|
||||
return;
|
||||
|
||||
AssertFatal( dds, "GFXGLCubemap::initStatic - Got null DDS file!" );
|
||||
AssertFatal( dds->isCubemap(), "GFXGLCubemap::initStatic - Got non-cubemap DDS file!" );
|
||||
AssertFatal( dds->mSurfaces.size() == 6, "GFXGLCubemap::initStatic - DDS has less than 6 surfaces!" );
|
||||
|
||||
mWidth = dds->getWidth();
|
||||
mHeight = dds->getHeight();
|
||||
mFaceFormat = dds->getFormat();
|
||||
mMipMapLevels = dds->getMipLevels();
|
||||
const bool isCompressed = ImageUtil::isCompressedFormat(mFaceFormat);
|
||||
glGenTextures(1, &mCubemap);
|
||||
|
||||
PRESERVE_CUBEMAP_TEXTURE();
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
|
||||
|
||||
for(U32 i = 0; i < 6; i++)
|
||||
{
|
||||
if ( !dds->mSurfaces[i] )
|
||||
{
|
||||
// TODO: The DDS can skip surfaces, but i'm unsure what i should
|
||||
// do here when creating the cubemap. Ignore it for now.
|
||||
continue;
|
||||
}
|
||||
|
||||
// convert to Z up
|
||||
const U32 faceIndex = _zUpFaceIndex(i);
|
||||
|
||||
// Now loop thru the mip levels!
|
||||
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
|
||||
{
|
||||
const U32 mipWidth = getMax( U32(1), mWidth >> mip );
|
||||
const U32 mipHeight = getMax( U32(1), mHeight >> mip );
|
||||
if (isCompressed)
|
||||
glCompressedTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, dds->getSurfaceSize(mip), dds->mSurfaces[i]->mMips[mip]);
|
||||
else
|
||||
glTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0,
|
||||
GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], dds->mSurfaces[i]->mMips[mip]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
|
||||
{
|
||||
mDynamicTexSize = texSize;
|
||||
mFaceFormat = faceFormat;
|
||||
const bool isCompressed = ImageUtil::isCompressedFormat(faceFormat);
|
||||
mMipMapLevels = getMax( (U32)1, getMaxMipmaps( texSize, texSize, 1 ) );
|
||||
|
||||
glGenTextures(1, &mCubemap);
|
||||
PRESERVE_CUBEMAP_TEXTURE();
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
mWidth = texSize;
|
||||
mHeight = texSize;
|
||||
|
||||
for(U32 i = 0; i < 6; i++)
|
||||
{
|
||||
if( ImageUtil::isCompressedFormat(faceFormat) )
|
||||
{
|
||||
for( U32 mip = 0; mip < mMipMapLevels; ++mip )
|
||||
{
|
||||
const U32 mipSize = getMax( U32(1), texSize >> mip );
|
||||
const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, texSize, texSize, mip );
|
||||
glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipSize, mipSize, 0, mipDataSize, NULL);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], texSize, texSize,
|
||||
0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], NULL);
|
||||
}
|
||||
}
|
||||
|
||||
if( !isCompressed )
|
||||
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
||||
}
|
||||
|
||||
void GFXGLCubemap::zombify()
|
||||
{
|
||||
glDeleteTextures(1, &mCubemap);
|
||||
mCubemap = 0;
|
||||
}
|
||||
|
||||
void GFXGLCubemap::resurrect()
|
||||
{
|
||||
// Handled in tmResurrect
|
||||
}
|
||||
|
||||
void GFXGLCubemap::tmResurrect()
|
||||
{
|
||||
if(mDynamicTexSize)
|
||||
initDynamic(mDynamicTexSize,mFaceFormat);
|
||||
else
|
||||
{
|
||||
if ( mDDSFile )
|
||||
initStatic( mDDSFile );
|
||||
else
|
||||
initStatic( mTextures );
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLCubemap::setToTexUnit(U32 tuNum)
|
||||
{
|
||||
static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapInternal(tuNum, this);
|
||||
}
|
||||
|
||||
void GFXGLCubemap::bind(U32 textureUnit) const
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
|
||||
static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP, mCubemap);
|
||||
|
||||
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
|
||||
AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
|
||||
if (!sb)
|
||||
return;
|
||||
|
||||
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
|
||||
}
|
||||
|
||||
void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
|
||||
{
|
||||
if ( code == GFXZombify )
|
||||
zombify();
|
||||
else
|
||||
tmResurrect();
|
||||
}
|
||||
|
||||
U8* GFXGLCubemap::getTextureData(U32 face, U32 mip)
|
||||
{
|
||||
AssertFatal(mMipMapLevels, "");
|
||||
mip = (mip < mMipMapLevels) ? mip : 0;
|
||||
const U32 bytesPerTexel = 4; //TODO make work with more formats!!!!!
|
||||
const U32 dataSize = ImageUtil::isCompressedFormat(mFaceFormat)
|
||||
? getCompressedSurfaceSize(mFaceFormat, mWidth, mHeight, mip)
|
||||
: (mWidth >> mip) * (mHeight >> mip) * bytesPerTexel;
|
||||
|
||||
U8* data = new U8[dataSize];
|
||||
PRESERVE_TEXTURE(GL_TEXTURE_CUBE_MAP);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
|
||||
|
||||
if (ImageUtil::isCompressedFormat(mFaceFormat))
|
||||
glGetCompressedTexImage(faceList[face], mip, data);
|
||||
else
|
||||
glGetTexImage(faceList[face], mip, GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], data);
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Cubemap Array
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
GFXGLCubemapArray::GFXGLCubemapArray()
|
||||
{
|
||||
}
|
||||
|
||||
GFXGLCubemapArray::~GFXGLCubemapArray()
|
||||
{
|
||||
glDeleteTextures(1, &mCubemap);
|
||||
}
|
||||
|
||||
void GFXGLCubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
|
||||
{
|
||||
AssertFatal(cubemaps, "GFXGLCubemapArray- Got null GFXCubemapHandle!");
|
||||
AssertFatal(*cubemaps, "GFXGLCubemapArray - Got empty cubemap!");
|
||||
|
||||
//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
|
||||
mSize = cubemaps[0]->getSize();
|
||||
mFormat = cubemaps[0]->getFormat();
|
||||
mMipMapLevels = cubemaps[0]->getMipMapLevels();
|
||||
mNumCubemaps = cubemapCount;
|
||||
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
|
||||
|
||||
glGenTextures(1, &mCubemap);
|
||||
PRESERVE_CUBEMAP_ARRAY_TEXTURE();
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
for (U32 i = 0; i < cubemapCount; i++)
|
||||
{
|
||||
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
|
||||
for (U32 face = 0; face < 6; face++)
|
||||
{
|
||||
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
|
||||
{
|
||||
U8 *pixelData = glTex->getTextureData(face, currentMip);
|
||||
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
|
||||
if (isCompressed)
|
||||
{
|
||||
const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
|
||||
glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize,
|
||||
0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
|
||||
}
|
||||
delete[] pixelData;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLCubemapArray::setToTexUnit(U32 tuNum)
|
||||
{
|
||||
static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapArrayInternal(tuNum, this);
|
||||
}
|
||||
|
||||
void GFXGLCubemapArray::bind(U32 textureUnit) const
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
|
||||
static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
|
||||
|
||||
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
|
||||
AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
|
||||
if (!sb)
|
||||
return;
|
||||
|
||||
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
|
||||
}
|
||||
113
gl/gfxGLCubemap.h
Normal file
113
gl/gfxGLCubemap.h
Normal file
|
|
@ -0,0 +1,113 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _GFXGLCUBEMAP_H_
|
||||
#define _GFXGLCUBEMAP_H_
|
||||
|
||||
#ifndef _GFXCUBEMAP_H_
|
||||
#include "gfx/gfxCubemap.h"
|
||||
#endif
|
||||
#ifndef __RESOURCE_H__
|
||||
#include "core/resource.h"
|
||||
#endif
|
||||
|
||||
|
||||
class GFXGLCubemap : public GFXCubemap
|
||||
{
|
||||
public:
|
||||
GFXGLCubemap();
|
||||
virtual ~GFXGLCubemap();
|
||||
|
||||
virtual void initStatic( GFXTexHandle *faces );
|
||||
virtual void initStatic( DDSFile *dds );
|
||||
virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0);
|
||||
virtual U32 getSize() const { return mWidth; }
|
||||
virtual GFXFormat getFormat() const { return mFaceFormat; }
|
||||
|
||||
// Convenience methods for GFXGLTextureTarget
|
||||
U32 getWidth() { return mWidth; }
|
||||
U32 getHeight() { return mHeight; }
|
||||
U32 getHandle() { return mCubemap; }
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
|
||||
/// Called by texCB; this is to ensure that all textures have been resurrected before we attempt to res the cubemap.
|
||||
void tmResurrect();
|
||||
|
||||
static GLenum getEnumForFaceNumber(U32 face);///< Performs lookup to get a GLenum for the given face number
|
||||
|
||||
/// @return An array containing the texture data
|
||||
/// @note You are responsible for deleting the returned data! (Use delete[])
|
||||
U8* getTextureData(U32 face, U32 mip = 0);
|
||||
|
||||
protected:
|
||||
|
||||
friend class GFXDevice;
|
||||
friend class GFXGLDevice;
|
||||
|
||||
/// The callback used to get texture events.
|
||||
/// @see GFXTextureManager::addEventDelegate
|
||||
void _onTextureEvent( GFXTexCallbackCode code );
|
||||
|
||||
GLuint mCubemap; ///< Internal GL handle
|
||||
U32 mDynamicTexSize; ///< Size of faces for a dynamic texture (used in resurrect)
|
||||
|
||||
// Self explanatory
|
||||
U32 mWidth;
|
||||
U32 mHeight;
|
||||
GFXFormat mFaceFormat;
|
||||
|
||||
GFXTexHandle mTextures[6]; ///< Keep refs to our textures for resurrection of static cubemaps
|
||||
|
||||
/// The backing DDSFile uses to restore the faces
|
||||
/// when the surface is lost.
|
||||
Resource<DDSFile> mDDSFile;
|
||||
|
||||
// should only be called by GFXDevice
|
||||
virtual void setToTexUnit( U32 tuNum ); ///< Binds the cubemap to the given texture unit
|
||||
virtual void bind(U32 textureUnit) const; ///< Notifies our owning device that we want to be set to the given texture unit (used for GL internal state tracking)
|
||||
void fillCubeTextures(GFXTexHandle* faces); ///< Copies the textures in faces into the cubemap
|
||||
|
||||
};
|
||||
|
||||
class GFXGLCubemapArray : public GFXCubemapArray
|
||||
{
|
||||
public:
|
||||
GFXGLCubemapArray();
|
||||
virtual ~GFXGLCubemapArray();
|
||||
virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
|
||||
virtual void setToTexUnit(U32 tuNum);
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify() {}
|
||||
virtual void resurrect() {}
|
||||
|
||||
protected:
|
||||
friend class GFXGLDevice;
|
||||
void bind(U32 textureUnit) const;
|
||||
GLuint mCubemap; ///< Internal GL handle
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
1029
gl/gfxGLDevice.cpp
Normal file
1029
gl/gfxGLDevice.cpp
Normal file
File diff suppressed because it is too large
Load diff
281
gl/gfxGLDevice.h
Normal file
281
gl/gfxGLDevice.h
Normal file
|
|
@ -0,0 +1,281 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _GFXGLDEVICE_H_
|
||||
#define _GFXGLDEVICE_H_
|
||||
|
||||
#include "platform/platform.h"
|
||||
|
||||
#include "gfx/gfxDevice.h"
|
||||
#include "gfx/gfxInit.h"
|
||||
|
||||
#include "gfx/gl/tGL/tGL.h"
|
||||
|
||||
#include "windowManager/platformWindow.h"
|
||||
#include "gfx/gfxFence.h"
|
||||
#include "gfx/gfxResource.h"
|
||||
#include "gfx/gl/gfxGLStateBlock.h"
|
||||
|
||||
class GFXGLVertexBuffer;
|
||||
class GFXGLPrimitiveBuffer;
|
||||
class GFXGLTextureTarget;
|
||||
class GFXGLCubemap;
|
||||
class GFXGLCubemapArray;
|
||||
class GFXGLStateCache;
|
||||
class GFXGLVertexDecl;
|
||||
|
||||
class GFXGLDevice : public GFXDevice
|
||||
{
|
||||
public:
|
||||
struct GLCapabilities
|
||||
{
|
||||
bool anisotropicFiltering;
|
||||
bool bufferStorage;
|
||||
bool shaderModel5;
|
||||
bool textureStorage;
|
||||
bool samplerObjects;
|
||||
bool copyImage;
|
||||
bool vertexAttributeBinding;
|
||||
};
|
||||
GLCapabilities mCapabilities;
|
||||
|
||||
void zombify();
|
||||
void resurrect();
|
||||
GFXGLDevice(U32 adapterIndex);
|
||||
virtual ~GFXGLDevice();
|
||||
|
||||
static void enumerateAdapters( Vector<GFXAdapter*> &adapterList );
|
||||
static GFXDevice *createInstance( U32 adapterIndex );
|
||||
|
||||
virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
|
||||
|
||||
virtual void activate() { }
|
||||
virtual void deactivate() { }
|
||||
virtual GFXAdapterType getAdapterType() { return OpenGL; }
|
||||
|
||||
virtual void enterDebugEvent(ColorI color, const char *name);
|
||||
virtual void leaveDebugEvent();
|
||||
virtual void setDebugMarker(ColorI color, const char *name);
|
||||
|
||||
virtual void enumerateVideoModes();
|
||||
|
||||
virtual U32 getTotalVideoMemory_GL_EXT();
|
||||
virtual U32 getTotalVideoMemory();
|
||||
|
||||
virtual GFXCubemap * createCubemap();
|
||||
virtual GFXCubemapArray *createCubemapArray();
|
||||
|
||||
virtual F32 getFillConventionOffset() const { return 0.0f; }
|
||||
|
||||
|
||||
///@}
|
||||
|
||||
/// @name Render Target functions
|
||||
/// @{
|
||||
|
||||
///
|
||||
virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
|
||||
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
|
||||
virtual void _updateRenderTargets();
|
||||
|
||||
///@}
|
||||
|
||||
/// @name Shader functions
|
||||
/// @{
|
||||
virtual F32 getPixelShaderVersion() const { return mPixelShaderVersion; }
|
||||
virtual void setPixelShaderVersion( F32 version ) { mPixelShaderVersion = version; }
|
||||
|
||||
virtual void setShader(GFXShader *shader, bool force = false);
|
||||
|
||||
/// @attention GL cannot check if the given format supports blending or filtering!
|
||||
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
|
||||
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
|
||||
|
||||
/// Returns the number of texture samplers that can be used in a shader rendering pass
|
||||
virtual U32 getNumSamplers() const;
|
||||
|
||||
/// Returns the number of simultaneous render targets supported by the device.
|
||||
virtual U32 getNumRenderTargets() const;
|
||||
|
||||
virtual GFXShader* createShader();
|
||||
|
||||
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
|
||||
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
|
||||
virtual bool beginSceneInternal();
|
||||
virtual void endSceneInternal();
|
||||
|
||||
virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
|
||||
|
||||
virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
|
||||
U32 startVertex,
|
||||
U32 minIndex,
|
||||
U32 numVerts,
|
||||
U32 startIndex,
|
||||
U32 primitiveCount );
|
||||
|
||||
virtual void setClipRect( const RectI &rect );
|
||||
virtual const RectI &getClipRect() const { return mClip; }
|
||||
|
||||
virtual void preDestroy() { Parent::preDestroy(); }
|
||||
|
||||
virtual U32 getMaxDynamicVerts() { return MAX_DYNAMIC_VERTS; }
|
||||
virtual U32 getMaxDynamicIndices() { return MAX_DYNAMIC_INDICES; }
|
||||
|
||||
GFXFence *createFence();
|
||||
|
||||
GFXOcclusionQuery* createOcclusionQuery();
|
||||
|
||||
GFXGLStateBlockRef getCurrentStateBlock() { return mCurrentGLStateBlock; }
|
||||
|
||||
virtual void setupGenericShaders( GenericShaderType type = GSColor );
|
||||
|
||||
///
|
||||
bool supportsAnisotropic() const { return mSupportsAnisotropic; }
|
||||
|
||||
GFXGLStateCache* getOpenglCache() { return mOpenglStateCache; }
|
||||
|
||||
GFXTextureObject* getDefaultDepthTex() const;
|
||||
|
||||
/// Returns the number of vertex streams supported by the device.
|
||||
const U32 getNumVertexStreams() const { return mNumVertexStream; }
|
||||
|
||||
bool glUseMap() const { return mUseGlMap; }
|
||||
|
||||
protected:
|
||||
/// Called by GFXDevice to create a device specific stateblock
|
||||
virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
|
||||
/// Called by GFXDevice to actually set a stateblock.
|
||||
virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
|
||||
|
||||
/// Called by base GFXDevice to actually set a const buffer
|
||||
virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
|
||||
|
||||
virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject*texture);
|
||||
virtual void setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture);
|
||||
virtual void setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArray* texture);
|
||||
|
||||
virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
|
||||
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
|
||||
virtual void setGlobalAmbientInternal(LinearColorF color);
|
||||
|
||||
/// @name State Initalization.
|
||||
/// @{
|
||||
|
||||
/// State initalization. This MUST BE CALLED in setVideoMode after the device
|
||||
/// is created.
|
||||
virtual void initStates() { }
|
||||
|
||||
virtual void setMatrix( GFXMatrixType mtype, const MatrixF &mat );
|
||||
|
||||
virtual GFXVertexBuffer *allocVertexBuffer( U32 numVerts,
|
||||
const GFXVertexFormat *vertexFormat,
|
||||
U32 vertSize,
|
||||
GFXBufferType bufferType,
|
||||
void* data = NULL);
|
||||
virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType, void* data = NULL );
|
||||
|
||||
// NOTE: The GL device doesn't need a vertex declaration at
|
||||
// this time, but we need to return something to keep the system
|
||||
// from retrying to allocate one on every call.
|
||||
virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
|
||||
|
||||
virtual void setVertexDecl( const GFXVertexDecl *decl );
|
||||
|
||||
virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
|
||||
virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
|
||||
|
||||
private:
|
||||
typedef GFXDevice Parent;
|
||||
|
||||
friend class GFXGLTextureObject;
|
||||
friend class GFXGLCubemap;
|
||||
friend class GFXGLCubemapArray;
|
||||
friend class GFXGLWindowTarget;
|
||||
friend class GFXGLPrimitiveBuffer;
|
||||
friend class GFXGLVertexBuffer;
|
||||
|
||||
static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
|
||||
|
||||
U32 mAdapterIndex;
|
||||
|
||||
StrongRefPtr<GFXGLVertexBuffer> mCurrentVB[VERTEX_STREAM_COUNT];
|
||||
U32 mCurrentVB_Divisor[VERTEX_STREAM_COUNT];
|
||||
bool mNeedUpdateVertexAttrib;
|
||||
StrongRefPtr<GFXGLPrimitiveBuffer> mCurrentPB;
|
||||
U32 mDrawInstancesCount;
|
||||
|
||||
GFXShader* mCurrentShader;
|
||||
GFXShaderRef mGenericShader[GS_COUNT];
|
||||
GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
|
||||
GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
|
||||
|
||||
/// Since GL does not have separate world and view matrices we need to track them
|
||||
MatrixF m_mCurrentWorld;
|
||||
MatrixF m_mCurrentView;
|
||||
|
||||
void* mContext;
|
||||
void* mPixelFormat;
|
||||
|
||||
F32 mPixelShaderVersion;
|
||||
|
||||
bool mSupportsAnisotropic;
|
||||
|
||||
U32 mNumVertexStream;
|
||||
|
||||
U32 mMaxShaderTextures;
|
||||
U32 mMaxFFTextures;
|
||||
|
||||
U32 mMaxTRColors;
|
||||
|
||||
RectI mClip;
|
||||
|
||||
GFXGLStateBlockRef mCurrentGLStateBlock;
|
||||
|
||||
GLenum mActiveTextureType[TEXTURE_STAGE_COUNT];
|
||||
|
||||
Vector< StrongRefPtr<GFXGLVertexBuffer> > mVolatileVBs; ///< Pool of existing volatile VBs so we can reuse previously created ones
|
||||
Vector< StrongRefPtr<GFXGLPrimitiveBuffer> > mVolatilePBs; ///< Pool of existing volatile PBs so we can reuse previously created ones
|
||||
|
||||
GLsizei primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
|
||||
void preDrawPrimitive();
|
||||
void postDrawPrimitive(U32 primitiveCount);
|
||||
|
||||
GFXVertexBuffer* findVolatileVBO(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize); ///< Returns an existing volatile VB which has >= numVerts and the same vert flags/size, or creates a new VB if necessary
|
||||
GFXPrimitiveBuffer* findVolatilePBO(U32 numIndices, U32 numPrimitives); ///< Returns an existing volatile PB which has >= numIndices, or creates a new PB if necessary
|
||||
|
||||
void vsyncCallback(); ///< Vsync callback
|
||||
|
||||
void initGLState(); ///< Guaranteed to be called after all extensions have been loaded, use to init card profiler, shader version, max samplers, etc.
|
||||
|
||||
GFXFence* _createPlatformSpecificFence(); ///< If our platform (e.g. OS X) supports a fence extenstion (e.g. GL_APPLE_fence) this will create one, otherwise returns NULL
|
||||
|
||||
void setPB(GFXGLPrimitiveBuffer* pb); ///< Sets mCurrentPB
|
||||
|
||||
GFXGLStateCache *mOpenglStateCache;
|
||||
|
||||
GFXWindowTargetRef *mWindowRT;
|
||||
|
||||
bool mUseGlMap;
|
||||
};
|
||||
|
||||
#define GFXGL static_cast<GFXGLDevice*>(GFXDevice::get())
|
||||
#endif
|
||||
1151
gl/gfxGLShader.cpp
Normal file
1151
gl/gfxGLShader.cpp
Normal file
File diff suppressed because it is too large
Load diff
141
gl/gfxGLStateCache.h
Normal file
141
gl/gfxGLStateCache.h
Normal file
|
|
@ -0,0 +1,141 @@
|
|||
#ifndef GFX_GL_STATE_CACHE
|
||||
#define GFX_GL_STATE_CACHE
|
||||
|
||||
|
||||
/// GFXGLStateCache store OpenGL state to avoid performance penalities of glGet* calls
|
||||
/// GL_TEXTURE_1D/2D/3D, GL_FRAMEBUFFER, GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER
|
||||
class GFXGLStateCache
|
||||
{
|
||||
public:
|
||||
GFXGLStateCache()
|
||||
{
|
||||
mActiveTexture = 0;
|
||||
mBindedVBO = 0;
|
||||
mBindedIBO = 0;
|
||||
mBindedFBO_W = 0;
|
||||
mBindedFBO_R = 0;
|
||||
mVertexAttribActive = 0;
|
||||
}
|
||||
|
||||
class TextureUnit
|
||||
{
|
||||
public:
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0)
|
||||
{
|
||||
|
||||
}
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray;
|
||||
};
|
||||
|
||||
/// after glBindTexture
|
||||
void setCacheBindedTex(U32 texUnit, GLenum biding, GLuint handle)
|
||||
{
|
||||
mActiveTexture = texUnit;
|
||||
switch (biding)
|
||||
{
|
||||
case GL_TEXTURE_2D:
|
||||
mTextureUnits[mActiveTexture].mTexture2D = handle;
|
||||
break;
|
||||
case GL_TEXTURE_3D:
|
||||
mTextureUnits[mActiveTexture].mTexture3D = handle;
|
||||
break;
|
||||
case GL_TEXTURE_1D:
|
||||
mTextureUnits[mActiveTexture].mTexture1D = handle;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
mTextureUnits[mActiveTexture].mTextureCube = handle;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/// after opengl object binded
|
||||
void setCacheBinded(GLenum biding, GLuint handle)
|
||||
{
|
||||
switch (biding)
|
||||
{
|
||||
case GL_TEXTURE_2D:
|
||||
mTextureUnits[mActiveTexture].mTexture2D = handle;
|
||||
break;
|
||||
case GL_TEXTURE_3D:
|
||||
mTextureUnits[mActiveTexture].mTexture3D = handle;
|
||||
break;
|
||||
case GL_TEXTURE_1D:
|
||||
mTextureUnits[mActiveTexture].mTexture1D = handle;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
mTextureUnits[mActiveTexture].mTextureCube = handle;
|
||||
break;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_FRAMEBUFFER:
|
||||
mBindedFBO_W = mBindedFBO_R = handle;
|
||||
break;
|
||||
case GL_DRAW_FRAMEBUFFER:
|
||||
mBindedFBO_W = handle;
|
||||
break;
|
||||
case GL_READ_FRAMEBUFFER:
|
||||
mBindedFBO_R = handle;
|
||||
break;
|
||||
case GL_ARRAY_BUFFER:
|
||||
mBindedVBO = handle;
|
||||
break;
|
||||
case GL_ELEMENT_ARRAY_BUFFER:
|
||||
mBindedIBO = handle;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(0, avar("GFXGLStateCache::setCacheBinded - binding (%x) not supported.", biding) );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
GLuint getCacheBinded(GLenum biding) const
|
||||
{
|
||||
switch (biding)
|
||||
{
|
||||
case GL_TEXTURE_2D:
|
||||
return mTextureUnits[mActiveTexture].mTexture2D;
|
||||
case GL_TEXTURE_3D:
|
||||
return mTextureUnits[mActiveTexture].mTexture3D;
|
||||
case GL_TEXTURE_1D:
|
||||
return mTextureUnits[mActiveTexture].mTexture1D;
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
return mTextureUnits[mActiveTexture].mTextureCube;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureCubeArray;
|
||||
case GL_DRAW_FRAMEBUFFER:
|
||||
return mBindedFBO_W;
|
||||
case GL_READ_FRAMEBUFFER:
|
||||
return mBindedFBO_R;
|
||||
case GL_ARRAY_BUFFER:
|
||||
return mBindedVBO;
|
||||
case GL_ELEMENT_ARRAY_BUFFER:
|
||||
return mBindedIBO;
|
||||
default:
|
||||
AssertFatal(0, avar("GFXGLStateCache::getCacheBinded - binding (%x) not supported.", biding) );
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// after glActiveTexture
|
||||
void setCacheActiveTexture(U32 unit) { mActiveTexture = unit; }
|
||||
U32 getCacheActiveTexture() const { return mActiveTexture; }
|
||||
|
||||
/// for cache glEnableVertexAttribArray / glDisableVertexAttribArray
|
||||
void setCacheVertexAttribActive(U32 activeMask) { mVertexAttribActive = activeMask; }
|
||||
U32 getCacheVertexAttribActive() const { return mVertexAttribActive; }
|
||||
|
||||
protected:
|
||||
GLuint mActiveTexture, mBindedVBO, mBindedIBO, mBindedFBO_W, mBindedFBO_R;
|
||||
TextureUnit mTextureUnits[TEXTURE_STAGE_COUNT];
|
||||
U32 mVertexAttribActive;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
244
gl/gfxGLUtils.h
Normal file
244
gl/gfxGLUtils.h
Normal file
|
|
@ -0,0 +1,244 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef TORQUE_GFX_GL_GFXGLUTILS_H_
|
||||
#define TORQUE_GFX_GL_GFXGLUTILS_H_
|
||||
|
||||
#include "core/util/preprocessorHelpers.h"
|
||||
#include "gfx/gl/gfxGLEnumTranslate.h"
|
||||
#include "gfx/gl/gfxGLStateCache.h"
|
||||
#include "gfx/bitmap/imageUtils.h"
|
||||
|
||||
inline U32 getMaxMipmaps(U32 width, U32 height, U32 depth)
|
||||
{
|
||||
return getMax( getBinLog2(depth), getMax(getBinLog2(width), getBinLog2(height)));
|
||||
}
|
||||
|
||||
inline GLenum minificationFilter(U32 minFilter, U32 mipFilter, U32 /*mipLevels*/)
|
||||
{
|
||||
// the compiler should interpret this as array lookups
|
||||
switch( minFilter )
|
||||
{
|
||||
case GFXTextureFilterLinear:
|
||||
switch( mipFilter )
|
||||
{
|
||||
case GFXTextureFilterLinear:
|
||||
return GL_LINEAR_MIPMAP_LINEAR;
|
||||
case GFXTextureFilterPoint:
|
||||
return GL_LINEAR_MIPMAP_NEAREST;
|
||||
default:
|
||||
return GL_LINEAR;
|
||||
}
|
||||
default:
|
||||
switch( mipFilter ) {
|
||||
case GFXTextureFilterLinear:
|
||||
return GL_NEAREST_MIPMAP_LINEAR;
|
||||
case GFXTextureFilterPoint:
|
||||
return GL_NEAREST_MIPMAP_NEAREST;
|
||||
default:
|
||||
return GL_NEAREST;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Get the surface size of a compressed mip map level - see ddsLoader.cpp
|
||||
inline U32 getCompressedSurfaceSize(GFXFormat format,U32 width, U32 height, U32 mipLevel=0 )
|
||||
{
|
||||
if(!ImageUtil::isCompressedFormat(format))
|
||||
return 0;
|
||||
|
||||
// Bump by the mip level.
|
||||
height = getMax(U32(1), height >> mipLevel);
|
||||
width = getMax(U32(1), width >> mipLevel);
|
||||
|
||||
U32 sizeMultiple = 0;
|
||||
if(format == GFXFormatBC1 || format == GFXFormatBC1_SRGB)
|
||||
sizeMultiple = 8;
|
||||
else
|
||||
sizeMultiple = 16;
|
||||
|
||||
return getMax(U32(1), width/4) * getMax(U32(1), height/4) * sizeMultiple;
|
||||
}
|
||||
|
||||
/// Simple class which preserves a given GL integer.
|
||||
/// This class determines the integer to preserve on construction and restores
|
||||
/// it on destruction.
|
||||
class GFXGLPreserveInteger
|
||||
{
|
||||
public:
|
||||
typedef void(STDCALL *BindFn)(GLenum, GLuint);
|
||||
|
||||
/// Preserve the integer.
|
||||
/// @param binding The binding which should be set on destruction.
|
||||
/// @param getBinding The parameter to be passed to glGetIntegerv to determine
|
||||
/// the integer to be preserved.
|
||||
/// @param binder The gl function to call to restore the integer.
|
||||
GFXGLPreserveInteger(GLenum binding, GLint getBinding, BindFn binder) :
|
||||
mBinding(binding), mPreserved(0), mBinder(binder)
|
||||
{
|
||||
AssertFatal(mBinder, "GFXGLPreserveInteger - Need a valid binder function");
|
||||
mPreserved = GFXGL->getOpenglCache()->getCacheBinded(mBinding);
|
||||
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
||||
GLint bindedOnOpenglDriver;
|
||||
glGetIntegerv(getBinding, &bindedOnOpenglDriver);
|
||||
AssertFatal( mPreserved == bindedOnOpenglDriver, "GFXGLPreserveInteger - GFXGLDevice/OpenGL mismatch on cache binded resource.");
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Restores the integer.
|
||||
~GFXGLPreserveInteger()
|
||||
{
|
||||
mBinder(mBinding, mPreserved);
|
||||
}
|
||||
|
||||
private:
|
||||
GLenum mBinding;
|
||||
GLint mPreserved;
|
||||
BindFn mBinder;
|
||||
};
|
||||
|
||||
class GFXGLPreserveTexture
|
||||
{
|
||||
public:
|
||||
typedef void(STDCALL *BindFn)(GLenum, GLuint);
|
||||
|
||||
GFXGLPreserveTexture(GLenum binding, GLint getBinding, BindFn binder) :
|
||||
mBinding(binding), mPreserved(0), mBinder(binder)
|
||||
{
|
||||
AssertFatal(mBinder, "GFXGLPreserveTexture - Need a valid binder function");
|
||||
GFXGLDevice *gfx = GFXGL;
|
||||
mPreserved = gfx->getOpenglCache()->getCacheBinded(mBinding);
|
||||
mActiveTexture = gfx->getOpenglCache()->getCacheActiveTexture();
|
||||
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
||||
GLint activeTextureOnOpenglDriver, bindedTextureOnOpenglDriver;
|
||||
glGetIntegerv(getBinding, &bindedTextureOnOpenglDriver);
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver);
|
||||
activeTextureOnOpenglDriver -= GL_TEXTURE0;
|
||||
AssertFatal( mPreserved == bindedTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource.");
|
||||
AssertFatal( activeTextureOnOpenglDriver == mActiveTexture, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource.");
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Restores the texture.
|
||||
~GFXGLPreserveTexture()
|
||||
{
|
||||
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
||||
GLint activeTextureOnOpenglDriver;
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver);
|
||||
activeTextureOnOpenglDriver -= GL_TEXTURE0;
|
||||
GLint cacheActiveTexture = GFXGL->getOpenglCache()->getCacheActiveTexture();
|
||||
AssertFatal( cacheActiveTexture == activeTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache ActiveTexture.");
|
||||
#endif
|
||||
mBinder(mBinding, mPreserved);
|
||||
}
|
||||
|
||||
private:
|
||||
GLenum mBinding;
|
||||
GLint mPreserved;
|
||||
BindFn mBinder;
|
||||
S16 mActiveTexture;
|
||||
};
|
||||
|
||||
/// Helper macro to preserve the current VBO binding.
|
||||
#define PRESERVE_VERTEX_BUFFER() \
|
||||
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer)
|
||||
|
||||
/// Helper macro to preserve the current element array binding.
|
||||
#define PRESERVE_INDEX_BUFFER() \
|
||||
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer)
|
||||
|
||||
#define _GET_BUFFER_BINDING( BINDING ) \
|
||||
BINDING == GL_ARRAY_BUFFER ? GL_ARRAY_BUFFER_BINDING : ( BINDING == GL_ELEMENT_ARRAY_BUFFER ? GL_ELEMENT_ARRAY_BUFFER_BINDING : 0 )
|
||||
|
||||
/// Helper macro to preserve the current element array binding.
|
||||
#define PRESERVE_BUFFER( BINDING ) \
|
||||
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (BINDING, _GET_BUFFER_BINDING(BINDING), (GFXGLPreserveInteger::BindFn)glBindBuffer)
|
||||
|
||||
/// ASSERT: Never call glActiveTexture for a "bind to modify" or in a PRESERVER_TEXTURE MACRO scope.
|
||||
|
||||
/// Helper macro to preserve the current 1D texture binding.
|
||||
#define PRESERVE_1D_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
/// Helper macro to preserve the current 2D texture binding.
|
||||
#define PRESERVE_2D_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
/// Helper macro to preserve the current 3D texture binding.
|
||||
#define PRESERVE_3D_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
/// Helper macro to preserve the current 3D texture binding.
|
||||
#define PRESERVE_CUBEMAP_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define _GET_TEXTURE_BINDING(binding) \
|
||||
binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
|
||||
|
||||
#define PRESERVE_TEXTURE(binding) \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (binding, _GET_TEXTURE_BINDING(binding), (GFXGLPreserveInteger::BindFn)glBindTexture)
|
||||
|
||||
#define PRESERVE_FRAMEBUFFER() \
|
||||
GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer);\
|
||||
GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer)
|
||||
|
||||
|
||||
#if TORQUE_DEBUG
|
||||
|
||||
// Handy macro for checking the status of a framebuffer. Framebuffers can fail in
|
||||
// all sorts of interesting ways, these are just the most common. Further, no existing GL profiling
|
||||
// tool catches framebuffer errors when the framebuffer is created, so we actually need this.
|
||||
#define CHECK_FRAMEBUFFER_STATUS()\
|
||||
{\
|
||||
GLenum status;\
|
||||
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\
|
||||
switch(status) {\
|
||||
case GL_FRAMEBUFFER_COMPLETE:\
|
||||
break;\
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED:\
|
||||
AssertFatal(false, "Unsupported FBO");\
|
||||
break;\
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\
|
||||
AssertFatal(false, "Incomplete FBO Attachment");\
|
||||
break;\
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\
|
||||
AssertFatal(false, "Incomplete FBO Missing Attachment");\
|
||||
break;\
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:\
|
||||
AssertFatal(false, "Incomplete FBO Draw buffer");\
|
||||
break;\
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:\
|
||||
AssertFatal(false, "Incomplete FBO Read buffer");\
|
||||
break;\
|
||||
default:\
|
||||
/* programming error; will fail on all hardware */\
|
||||
AssertFatal(false, "Something really bad happened with an FBO");\
|
||||
}\
|
||||
}
|
||||
#else
|
||||
#define CHECK_FRAMEBUFFER_STATUS()
|
||||
#endif //TORQUE_DEBUG
|
||||
|
||||
#endif
|
||||
Loading…
Reference in a new issue