ongoing WIP of openGL cubemap arrays.

Got the initialization of the arrays to work, but currently fill the supplied cubemaps with flat 1 values(effectively filling with garbage) as sampling from the cubemap to feed to the array leads to memory/heap corruption.
This commit is contained in:
Areloch 2019-04-26 01:57:07 -05:00
parent b5436b6cb7
commit 175f0eebb7
2 changed files with 28 additions and 6 deletions

View file

@ -296,13 +296,18 @@ U8* GFXGLCubemap::getTextureData(U32 face, U32 mip)
: (mWidth >> mip) * (mHeight >> mip) * bytesPerTexel;
U8* data = new U8[dataSize];
PRESERVE_TEXTURE(GL_TEXTURE_CUBE_MAP);
for (U32 i = 0; i < dataSize; i++)
{
data[i] = 1;
}
/*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);
glGetTexImage(faceList[face], mip, GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], data);*/
return data;
}
@ -343,6 +348,8 @@ void GFXGLCubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
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);
glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GFXGLTextureInternalFormat[mFormat], mSize, mSize, cubemapCount * 6, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
for (U32 i = 0; i < cubemapCount; i++)
{
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
@ -381,6 +388,13 @@ void GFXGLCubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize,
glGenTextures(1, &mCubemap);
PRESERVE_CUBEMAP_ARRAY_TEXTURE();
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
for (U32 i = 0; i < mMipMapLevels; i++)
{
const U32 mipSize = getMax(U32(1), mSize >> i);
glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, i, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, cubemapCount * 6, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
}
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);
@ -388,6 +402,8 @@ void GFXGLCubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSize,
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());
@ -419,11 +435,10 @@ void GFXGLCubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32
const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemap.getPointer());
GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemap.getPointer());
for (U32 face = 0; face < 6; face++)
{
for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
//U32 currentMip = 0;
{
U8 *pixelData = glTex->getTextureData(face, currentMip);
const U32 mipSize = getMax(U32(1), mSize >> currentMip);
@ -434,11 +449,16 @@ void GFXGLCubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32
}
else
{*/ //TODO figure out xyzOffsets
glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, slot * face, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, slot * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
//}
delete[] pixelData;
}
}
bool tmp = true;
bool asdf = true;
}
void GFXGLCubemapArray::copyTo(GFXCubemapArray *pDstCubemap)
@ -473,7 +493,7 @@ void GFXGLCubemapArray::copyTo(GFXCubemapArray *pDstCubemap)
}
else
{*/ //TODO figure out xyzOffsets
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);
glCopyImageSubData(mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, cubeMap * face, pDstCube->mCubemap, GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, cubeMap * face, mipSize, mipSize, 6);
//glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
//glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, 0, mipSize, mipSize, CubeFaces, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
//}

View file

@ -46,6 +46,8 @@ public:
virtual U32 getSize() const { return mWidth; }
virtual GFXFormat getFormat() const { return mFaceFormat; }
virtual bool isInitialized() { return mCubemap != 0 ? true : false; }
// Convenience methods for GFXGLTextureTarget
U32 getWidth() { return mWidth; }
U32 getHeight() { return mHeight; }