mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-03 20:40:35 +00:00
cleanups
This commit is contained in:
parent
a0d1a076d5
commit
028f97c5ec
8 changed files with 0 additions and 3349 deletions
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@ -1 +0,0 @@
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idiot me used glTexImage2D for the cubemap array code, obviously should be glTexImage3D
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@ -1,389 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "gfx/gl/gfxGLCubemap.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/bitmap/ddsFile.h"
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#include "gfx/bitmap/imageUtils.h"
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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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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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GFXGLCubemap::GFXGLCubemap() :
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mCubemap(0),
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mDynamicTexSize(0),
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mFaceFormat( GFXFormatR8G8B8A8 )
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{
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for(U32 i = 0; i < 6; i++)
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mTextures[i] = NULL;
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GFXTextureManager::addEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
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}
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GFXGLCubemap::~GFXGLCubemap()
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{
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glDeleteTextures(1, &mCubemap);
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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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AssertFatal( faces[0]->mMipLevels > 0, "");
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PRESERVE_CUBEMAP_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, faces[0]->mMipLevels - 1 );
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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U32 reqWidth = faces[0]->getWidth();
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U32 reqHeight = faces[0]->getHeight();
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GFXFormat regFaceFormat = faces[0]->getFormat();
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const bool isCompressed = ImageUtil::isCompressedFormat(regFaceFormat);
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mWidth = reqWidth;
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mHeight = reqHeight;
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mFaceFormat = regFaceFormat;
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mMipMapLevels = getMax( (U32)1, faces[0]->mMipLevels);
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AssertFatal(reqWidth == reqHeight, "GFXGLCubemap::fillCubeTextures - Width and height must be equal!");
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for(U32 i = 0; i < 6; i++)
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{
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AssertFatal(faces[i], avar("GFXGLCubemap::fillCubeFaces - texture %i is NULL!", i));
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AssertFatal((faces[i]->getWidth() == reqWidth) && (faces[i]->getHeight() == reqHeight), "GFXGLCubemap::fillCubeFaces - All textures must have identical dimensions!");
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AssertFatal(faces[i]->getFormat() == regFaceFormat, "GFXGLCubemap::fillCubeFaces - All textures must have identical formats!");
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mTextures[i] = faces[i];
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GFXFormat faceFormat = faces[i]->getFormat();
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GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
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if( isCompressed )
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{
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for( U32 mip = 0; mip < mMipMapLevels; ++mip )
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{
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const U32 mipWidth = getMax( U32(1), faces[i]->getWidth() >> mip );
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const U32 mipHeight = getMax( U32(1), faces[i]->getHeight() >> mip );
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const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, mWidth, mHeight, mip );
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U8* buf = glTex->getTextureData( mip );
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glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, mipDataSize, buf);
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delete[] buf;
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}
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}
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else
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{
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U8* buf = glTex->getTextureData();
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glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], mWidth, mHeight,
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
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delete[] buf;
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}
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}
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if( !isCompressed )
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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}
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void GFXGLCubemap::initStatic(GFXTexHandle* faces)
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{
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if(mCubemap)
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return;
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if(faces)
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{
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AssertFatal(faces[0], "GFXGLCubemap::initStatic - empty texture passed");
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glGenTextures(1, &mCubemap);
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fillCubeTextures(faces);
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}
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}
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void GFXGLCubemap::initStatic( DDSFile *dds )
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{
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if(mCubemap)
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return;
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AssertFatal( dds, "GFXGLCubemap::initStatic - Got null DDS file!" );
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AssertFatal( dds->isCubemap(), "GFXGLCubemap::initStatic - Got non-cubemap DDS file!" );
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AssertFatal( dds->mSurfaces.size() == 6, "GFXGLCubemap::initStatic - DDS has less than 6 surfaces!" );
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mWidth = dds->getWidth();
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mHeight = dds->getHeight();
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mFaceFormat = dds->getFormat();
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mMipMapLevels = dds->getMipLevels();
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const bool isCompressed = ImageUtil::isCompressedFormat(mFaceFormat);
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
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for(U32 i = 0; i < 6; i++)
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{
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if ( !dds->mSurfaces[i] )
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{
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// TODO: The DDS can skip surfaces, but i'm unsure what i should
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// do here when creating the cubemap. Ignore it for now.
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continue;
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}
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// convert to Z up
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const U32 faceIndex = _zUpFaceIndex(i);
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// Now loop thru the mip levels!
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for (U32 mip = 0; mip < mMipMapLevels; ++mip)
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{
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const U32 mipWidth = getMax( U32(1), mWidth >> mip );
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const U32 mipHeight = getMax( U32(1), mHeight >> mip );
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if (isCompressed)
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glCompressedTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, dds->getSurfaceSize(mip), dds->mSurfaces[i]->mMips[mip]);
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else
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glTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0,
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GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], dds->mSurfaces[i]->mMips[mip]);
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}
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}
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}
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void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
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{
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mDynamicTexSize = texSize;
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mFaceFormat = faceFormat;
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const bool isCompressed = ImageUtil::isCompressedFormat(faceFormat);
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mMipMapLevels = getMax( (U32)1, getMaxMipmaps( texSize, texSize, 1 ) );
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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mWidth = texSize;
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mHeight = texSize;
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for(U32 i = 0; i < 6; i++)
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{
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if( ImageUtil::isCompressedFormat(faceFormat) )
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{
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for( U32 mip = 0; mip < mMipMapLevels; ++mip )
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{
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const U32 mipSize = getMax( U32(1), texSize >> mip );
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const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, texSize, texSize, mip );
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glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipSize, mipSize, 0, mipDataSize, NULL);
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}
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}
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else
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{
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glTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], texSize, texSize,
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], NULL);
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}
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}
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if( !isCompressed )
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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}
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void GFXGLCubemap::zombify()
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{
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glDeleteTextures(1, &mCubemap);
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mCubemap = 0;
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}
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void GFXGLCubemap::resurrect()
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{
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// Handled in tmResurrect
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}
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void GFXGLCubemap::tmResurrect()
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{
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if(mDynamicTexSize)
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initDynamic(mDynamicTexSize,mFaceFormat);
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else
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{
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if ( mDDSFile )
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initStatic( mDDSFile );
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else
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initStatic( mTextures );
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}
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}
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void GFXGLCubemap::setToTexUnit(U32 tuNum)
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{
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static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapInternal(tuNum, this);
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}
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void GFXGLCubemap::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, mCubemap);
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static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP, 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, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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}
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void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
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{
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if ( code == GFXZombify )
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zombify();
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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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void GFXGLCubemapArray::initStatic(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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{
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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::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];
|
||||
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]);
|
||||
}
|
||||
|
|
@ -1,113 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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
1029
gl/gfxGLDevice.cpp
File diff suppressed because it is too large
Load diff
281
gl/gfxGLDevice.h
281
gl/gfxGLDevice.h
|
|
@ -1,281 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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
1151
gl/gfxGLShader.cpp
File diff suppressed because it is too large
Load diff
|
|
@ -1,141 +0,0 @@
|
|||
#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
244
gl/gfxGLUtils.h
|
|
@ -1,244 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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…
Add table
Add a link
Reference in a new issue