OpenGL: Mipmaps for GFXGLCubemap. Fix dynamic cubemaps.

This commit is contained in:
LuisAntonRebollo 2014-12-27 03:03:33 +01:00
parent c2c9cf4a2d
commit 6789270789

View file

@ -170,12 +170,15 @@ void _GFXGLTextureTargetFBOImpl::applyState()
if(color)
{
hasColor = true;
if( color->getBinding( ) == GL_TEXTURE_2D )
const GLenum binding = color->getBinding();
if( binding == GL_TEXTURE_2D || (binding >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && binding <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) )
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, color->getBinding( ), color->getHandle( ), color->getMipLevel( ) );
else if( color->getBinding( ) == GL_TEXTURE_1D )
else if( binding == GL_TEXTURE_1D )
glFramebufferTexture1D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, color->getBinding( ), color->getHandle( ), color->getMipLevel( ) );
else if( color->getBinding( ) == GL_TEXTURE_3D )
else if( binding == GL_TEXTURE_3D )
glFramebufferTexture3D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, color->getBinding( ), color->getHandle( ), color->getMipLevel( ), color->getZOffset( ) );
else
Con::errorf("_GFXGLTextureTargetFBOImpl::applyState - Bad binding");
}
else
{
@ -232,9 +235,12 @@ void _GFXGLTextureTargetFBOImpl::finish()
// Generate mips if necessary
// Assumes a 2D texture.
PRESERVE_TEXTURE(color->getBinding());
glBindTexture(color->getBinding(), color->getHandle());
glGenerateMipmapEXT(GL_TEXTURE_2D);
GLenum binding = color->getBinding();
binding = (binding >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && binding <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) ? GL_TEXTURE_CUBE_MAP : binding;
PRESERVE_TEXTURE( binding );
glBindTexture( binding, color->getHandle() );
glGenerateMipmap( binding );
}
}
@ -385,9 +391,12 @@ void GFXGLTextureTarget::resolveTo(GFXTextureObject* obj)
if( gglHasExtension(ARB_copy_image) && mTargets[Color0]->isCompatible(glTexture) )
{
GLenum binding = mTargets[Color0]->getBinding();
binding = (binding >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && binding <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) ? GL_TEXTURE_CUBE_MAP : binding;
U32 srcStartDepth = binding == GL_TEXTURE_CUBE_MAP ? mTargets[Color0]->getBinding() - GL_TEXTURE_CUBE_MAP_POSITIVE_X : 0;
glCopyImageSubData(
mTargets[Color0]->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
glTexture->getHandle(), GL_TEXTURE_2D, 0, 0, 0, 0,
mTargets[Color0]->getHandle(), binding, 0, 0, 0, srcStartDepth,
glTexture->getHandle(), glTexture->getBinding(), 0, 0, 0, 0,
mTargets[Color0]->getWidth(), mTargets[Color0]->getHeight(), 1);
return;
@ -396,10 +405,10 @@ void GFXGLTextureTarget::resolveTo(GFXTextureObject* obj)
PRESERVE_FRAMEBUFFER();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mCopyFboDst);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexture->getHandle(), 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glTexture->getBinding(), glTexture->getHandle(), 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mCopyFboSrc);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,mTargets[Color0]->getHandle(), 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTargets[Color0]->getBinding(), mTargets[Color0]->getHandle(), 0);
glBlitFramebuffer(0, 0, mTargets[Color0]->getWidth(), mTargets[Color0]->getHeight(),
0, 0, glTexture->getWidth(), glTexture->getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);