mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
Implement Singlepass Terrain Render
This commit is contained in:
parent
49a8c0ad36
commit
87dd7ffc4a
35 changed files with 1658 additions and 951 deletions
|
|
@ -22,6 +22,8 @@
|
|||
|
||||
#include "platform/platform.h"
|
||||
#include "gfx/gl/gfxGLDevice.h"
|
||||
|
||||
#include "gfxGLTextureArray.h"
|
||||
#include "platform/platformGL.h"
|
||||
|
||||
#include "gfx/gfxCubemap.h"
|
||||
|
|
@ -457,6 +459,13 @@ GFXCubemapArray *GFXGLDevice::createCubemapArray()
|
|||
return cubeArray;
|
||||
}
|
||||
|
||||
GFXTextureArray* GFXGLDevice::createTextureArray()
|
||||
{
|
||||
GFXGLTextureArray* textureArray = new GFXGLTextureArray();
|
||||
textureArray->registerResourceWithDevice(this);
|
||||
return textureArray;
|
||||
}
|
||||
|
||||
void GFXGLDevice::endSceneInternal()
|
||||
{
|
||||
// nothing to do for opengl
|
||||
|
|
@ -766,6 +775,22 @@ void GFXGLDevice::setCubemapArrayInternal(U32 textureUnit, const GFXGLCubemapArr
|
|||
}
|
||||
}
|
||||
|
||||
void GFXGLDevice::setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture)
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
mActiveTextureType[textureUnit] = GL_TEXTURE_2D_ARRAY;
|
||||
texture->bind(textureUnit);
|
||||
}
|
||||
else if (mActiveTextureType[textureUnit] != GL_ZERO)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(mActiveTextureType[textureUnit], 0);
|
||||
getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
|
||||
mActiveTextureType[textureUnit] = GL_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
|
||||
{
|
||||
// ONLY NEEDED ON FFP
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "gfx/gfxResource.h"
|
||||
#include "gfx/gl/gfxGLStateBlock.h"
|
||||
|
||||
class GFXGLTextureArray;
|
||||
class GFXGLVertexBuffer;
|
||||
class GFXGLPrimitiveBuffer;
|
||||
class GFXGLTextureTarget;
|
||||
|
|
@ -83,6 +84,7 @@ public:
|
|||
|
||||
virtual GFXCubemap * createCubemap();
|
||||
virtual GFXCubemapArray *createCubemapArray();
|
||||
virtual GFXTextureArray *createTextureArray();
|
||||
|
||||
virtual F32 getFillConventionOffset() const { return 0.0f; }
|
||||
|
||||
|
|
@ -173,6 +175,7 @@ protected:
|
|||
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 setTextureArrayInternal(U32 textureUnit, const GFXGLTextureArray* texture);
|
||||
|
||||
virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
|
||||
virtual void setLightMaterialInternal(const GFXLightMaterial mat);
|
||||
|
|
@ -210,6 +213,7 @@ private:
|
|||
friend class GFXGLTextureObject;
|
||||
friend class GFXGLCubemap;
|
||||
friend class GFXGLCubemapArray;
|
||||
friend class GFXGLTextureArray;
|
||||
friend class GFXGLWindowTarget;
|
||||
friend class GFXGLPrimitiveBuffer;
|
||||
friend class GFXGLVertexBuffer;
|
||||
|
|
|
|||
|
|
@ -82,6 +82,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
|
|||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
case GFXSCT_SamplerTextureArray:
|
||||
return 4;
|
||||
case GFXSCT_Float2:
|
||||
case GFXSCT_Int2:
|
||||
|
|
@ -630,6 +631,9 @@ void GFXGLShader::initConstantDescs()
|
|||
case GL_SAMPLER_CUBE_MAP_ARRAY_ARB:
|
||||
desc.constType = GFXSCT_SamplerCubeArray;
|
||||
break;
|
||||
case GL_SAMPLER_2D_ARRAY:
|
||||
desc.constType = GFXSCT_SamplerTextureArray;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
||||
// If we don't recognize the constant don't add its description.
|
||||
|
|
@ -661,7 +665,10 @@ void GFXGLShader::initHandles()
|
|||
|
||||
HandleMap::Iterator handle = mHandles.find(desc.name);
|
||||
S32 sampler = -1;
|
||||
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube || desc.constType == GFXSCT_SamplerCubeArray)
|
||||
if(desc.constType == GFXSCT_Sampler ||
|
||||
desc.constType == GFXSCT_SamplerCube ||
|
||||
desc.constType == GFXSCT_SamplerCubeArray ||
|
||||
desc.constType == GFXSCT_SamplerTextureArray)
|
||||
{
|
||||
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
||||
AssertFatal(idx != -1, "");
|
||||
|
|
@ -704,7 +711,11 @@ 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 || handle->getType() == GFXSCT_SamplerCubeArray))
|
||||
if(handle->isValid() &&
|
||||
(handle->getType() == GFXSCT_Sampler ||
|
||||
handle->getType() == GFXSCT_SamplerCube ||
|
||||
handle->getType() == GFXSCT_SamplerCubeArray ||
|
||||
handle->getType() == GFXSCT_SamplerTextureArray))
|
||||
{
|
||||
// Set sampler number on our program.
|
||||
glUniform1i(handle->mLocation, handle->mSamplerNum);
|
||||
|
|
@ -837,6 +848,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|||
case GFXSCT_Sampler:
|
||||
case GFXSCT_SamplerCube:
|
||||
case GFXSCT_SamplerCubeArray:
|
||||
case GFXSCT_SamplerTextureArray:
|
||||
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), mTextureCubeArray(0)
|
||||
TextureUnit() : mTexture1D(0), mTexture2D(0), mTexture3D(0), mTextureCube(0), mTextureCubeArray(0), mTextureArray(0)
|
||||
{
|
||||
|
||||
}
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray;
|
||||
GLuint mTexture1D, mTexture2D, mTexture3D, mTextureCube, mTextureCubeArray, mTextureArray;
|
||||
};
|
||||
|
||||
/// after glBindTexture
|
||||
|
|
@ -48,6 +48,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||
break;
|
||||
default:
|
||||
AssertFatal(0, avar("GFXGLStateCache::setCacheBindedTex - binding (%x) not supported.", biding) );
|
||||
return;
|
||||
|
|
@ -74,6 +77,9 @@ public:
|
|||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureCubeArray = handle;
|
||||
break;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
mTextureUnits[mActiveTexture].mTextureArray = handle;
|
||||
break;
|
||||
case GL_FRAMEBUFFER:
|
||||
mBindedFBO_W = mBindedFBO_R = handle;
|
||||
break;
|
||||
|
|
@ -109,6 +115,8 @@ public:
|
|||
return mTextureUnits[mActiveTexture].mTextureCube;
|
||||
case GL_TEXTURE_CUBE_MAP_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureCubeArray;
|
||||
case GL_TEXTURE_2D_ARRAY:
|
||||
return mTextureUnits[mActiveTexture].mTextureArray;
|
||||
case GL_DRAW_FRAMEBUFFER:
|
||||
return mBindedFBO_W;
|
||||
case GL_READ_FRAMEBUFFER:
|
||||
|
|
@ -138,4 +146,4 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
|||
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
215
Engine/source/gfx/gl/gfxGLTextureArray.cpp
Normal file
|
|
@ -0,0 +1,215 @@
|
|||
#include "gfxGLTextureArray.h"
|
||||
|
||||
#include "gfxGLTextureObject.h"
|
||||
#include "gfxGLUtils.h"
|
||||
#include "core/util/tVector.h"
|
||||
#include "gfx/bitmap/imageUtils.h"
|
||||
|
||||
|
||||
GFXGLTextureArray::GFXGLTextureArray()
|
||||
{
|
||||
mTextureArray = NULL;
|
||||
}
|
||||
|
||||
GFXGLTextureArray::~GFXGLTextureArray()
|
||||
{
|
||||
glDeleteTextures(1, &mTextureArray);
|
||||
}
|
||||
|
||||
bool GFXGLTextureArray::fromTextureArray(const Vector<GFXTexHandle> &textureArray)
|
||||
{
|
||||
bool success = true;
|
||||
|
||||
if (textureArray.empty())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool found = false;
|
||||
U32 baseWidth = 0, baseHeight = 0;
|
||||
bool isCompressed = false;
|
||||
mArraySize = textureArray.size();
|
||||
|
||||
for (GFXTexHandle texObj : textureArray)
|
||||
{
|
||||
if (texObj.isValid())
|
||||
{
|
||||
if (!found)
|
||||
{
|
||||
baseWidth = texObj.getWidth();
|
||||
baseHeight = texObj.getHeight();
|
||||
mMipMapLevels = getMax((U32)1, texObj->mMipLevels);
|
||||
found = true;
|
||||
mFormat = texObj.getFormat();
|
||||
isCompressed = ImageUtil::isCompressedFormat(mFormat);
|
||||
}
|
||||
|
||||
if (mFormat != texObj.getFormat() || baseWidth != texObj.getWidth() || baseHeight != texObj.getHeight())
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray there was a mismatch in texture format, defaulting to uncompressed format");
|
||||
success = false;
|
||||
mFormat = GFXFormatR8G8B8A8;
|
||||
isCompressed = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// One might think this should return false in this case, but the return value is mostly to highlight internal errors not input errors.
|
||||
if (!found) return true;
|
||||
|
||||
Vector <GFXGLTextureObject*> texture2Ds;
|
||||
texture2Ds.setSize(textureArray.size());
|
||||
Vector<GFXTexHandle> tmpHandles;
|
||||
|
||||
for (U32 idx = 0; idx < mArraySize; ++idx)
|
||||
{
|
||||
texture2Ds[idx] = NULL;
|
||||
GFXTexHandle texObj = textureArray[idx];
|
||||
|
||||
if (texObj.isValid())
|
||||
{
|
||||
GFXTexHandle handle = textureArray[idx];
|
||||
if (texObj->getPath().isNotEmpty())
|
||||
{
|
||||
if (texObj.getHeight() != baseHeight|| texObj.getWidth() != baseWidth || texObj.getFormat() != mFormat)
|
||||
{
|
||||
if (texObj.getHeight() != baseHeight || texObj.getWidth() != baseWidth)
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should be the same size");
|
||||
}
|
||||
else
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||
Con::warnf("GFXGLTextureArray::fromTextureArray all textures should have the same format");
|
||||
}
|
||||
|
||||
GBitmap* inBitmap = TEXMGR->loadUncompressedTexture(textureArray[idx]->getPath(), &GFXTexturePersistentProfile, baseWidth, baseHeight);
|
||||
if (!inBitmap->setFormat(mFormat))
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must be convertible to GFXFormatR8G8B8A8");
|
||||
success = false;
|
||||
handle = NULL;
|
||||
delete inBitmap;
|
||||
}
|
||||
else
|
||||
{
|
||||
handle = TEXMGR->createTexture(inBitmap, "", &GFXStaticTextureProfile, true);
|
||||
tmpHandles.push_back(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (handle.isValid())
|
||||
{
|
||||
if (handle.getHeight() != baseHeight || handle.getWidth()!= baseWidth || handle.getFormat() != mFormat)
|
||||
{
|
||||
AssertWarn(true, "GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||
Con::errorf("GFXGLTextureArray::fromTextureArray all textures must have the same size and format");
|
||||
success = false;
|
||||
}
|
||||
texture2Ds[idx] = dynamic_cast<GFXGLTextureObject*>(handle.getPointer());
|
||||
tmpHandles.push_back(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
glGenTextures(1, &mTextureArray);
|
||||
PRESERVE_2D_TEXTURE_ARRAY();
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipMapLevels, GL_RGBA8, baseWidth, baseHeight, textureArray.size());
|
||||
|
||||
for (U32 idx = 0; idx < texture2Ds.size(); ++idx)
|
||||
{
|
||||
if (texture2Ds[idx] == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
GFXGLTextureObject* texObj = texture2Ds[idx];
|
||||
for (U32 mip = 0; mip < mMipMapLevels; ++mip)
|
||||
{
|
||||
U8* buf = texObj->getTextureData(mip);
|
||||
const U32 mipWidth = getMax(U32(1), baseWidth >> mip);
|
||||
const U32 mipHeight = getMax(U32(1), baseHeight >> mip);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
if (isCompressed)
|
||||
{
|
||||
glCompressedTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
idx, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
glTexSubImage3D(
|
||||
GL_TEXTURE_2D_ARRAY,
|
||||
mip, 0, 0,
|
||||
idx, mipWidth, mipHeight, 1,
|
||||
GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], buf
|
||||
);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
||||
delete[] buf;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isCompressed)
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
|
||||
// Clean temporary textures
|
||||
for (GFXTexHandle handle : tmpHandles)
|
||||
{
|
||||
handle.free();
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::setToTexUnit(U32 tuNum)
|
||||
{
|
||||
dynamic_cast<GFXGLDevice*>(getOwningDevice())->setTextureArrayInternal(tuNum, this);
|
||||
}
|
||||
|
||||
|
||||
void GFXGLTextureArray::Release()
|
||||
{
|
||||
glDeleteTextures(1, &mTextureArray);
|
||||
mTextureArray = 0;
|
||||
}
|
||||
|
||||
|
||||
void GFXGLTextureArray::bind(U32 textureUnit) const
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
dynamic_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_2D_ARRAY, mTextureArray);
|
||||
|
||||
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
|
||||
AssertFatal(sb, "GFXGLTextureArray::bind - No active stateblock!");
|
||||
if (!sb)
|
||||
return;
|
||||
|
||||
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipMapLevels - 1, 1));
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::zombify()
|
||||
{
|
||||
}
|
||||
|
||||
void GFXGLTextureArray::resurrect()
|
||||
{
|
||||
}
|
||||
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
34
Engine/source/gfx/gl/gfxGLTextureArray.h
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
#ifndef _GFXGLTEXTUREARRAY_H_
|
||||
#define _GFXGLTEXTUREARRAY_H_
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "gfx/gfxTextureArray.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
|
||||
class GFXGLTextureArray : public GFXTextureArray
|
||||
{
|
||||
public:
|
||||
GFXGLTextureArray();
|
||||
|
||||
~GFXGLTextureArray();
|
||||
|
||||
bool fromTextureArray(const Vector<GFXTexHandle>& textureArray) override;
|
||||
void setToTexUnit(U32 tuNum) override;
|
||||
|
||||
void bind(U32 textureUnit) const;
|
||||
|
||||
// GFXResource interface
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
void Release() override;
|
||||
|
||||
private:
|
||||
GLuint mTextureArray;
|
||||
|
||||
U32 mMipMapLevels;
|
||||
GFXFormat mFormat;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
|
@ -194,6 +194,9 @@ GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL
|
|||
#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 PRESERVE_2D_TEXTURE_ARRAY() \
|
||||
GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BINDING_2D_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 )
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue