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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
Add OpenGL support.
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c354f59b72
commit
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55 changed files with 2957 additions and 802 deletions
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "console/console.h"
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#include "gfx/gl/ggl/ggl.h"
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#include "gfx/gl/tGL/tGL.h"
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#include "math/mRect.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gfxDevice.h"
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@ -37,7 +37,10 @@ GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *p
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mBytesPerTexel(4),
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mLockedRectRect(0, 0, 0, 0),
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mGLDevice(static_cast<GFXGLDevice*>(mDevice)),
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mZombieCache(NULL)
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mZombieCache(NULL),
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mNeedInitSamplerState(true),
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mFrameAllocatorMark(0),
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mFrameAllocatorPtr(NULL)
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{
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AssertFatal(dynamic_cast<GFXGLDevice*>(mDevice), "GFXGLTextureObject::GFXGLTextureObject - Invalid device type, expected GFXGLDevice!");
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glGenTextures(1, &mHandle);
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@ -46,6 +49,7 @@ GFXGLTextureObject::GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *p
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GFXGLTextureObject::~GFXGLTextureObject()
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{
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glDeleteTextures(1, &mHandle);
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glDeleteBuffers(1, &mBuffer);
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delete[] mZombieCache;
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kill();
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@ -70,12 +74,16 @@ GFXLockedRect* GFXGLTextureObject::lock(U32 mipLevel, RectI *inRect)
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}
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mLockedRect.pitch = mLockedRectRect.extent.x * mBytesPerTexel;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
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// CodeReview [ags 12/19/07] This one texel boundary is necessary to keep the clipmap code from crashing. Figure out why.
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glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, NULL, GL_STREAM_DRAW);
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mLockedRect.bits = (U8*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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U32 size = (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel;
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AssertFatal(!mFrameAllocatorMark && !mFrameAllocatorPtr, "");
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mFrameAllocatorMark = FrameAllocator::getWaterMark();
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mFrameAllocatorPtr = (U8*)FrameAllocator::alloc( size );
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mLockedRect.bits = mFrameAllocatorPtr;
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#if TORQUE_DEBUG
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mFrameAllocatorMarkGuard = FrameAllocator::getWaterMark();
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#endif
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if( !mLockedRect.bits )
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return NULL;
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@ -88,20 +96,27 @@ void GFXGLTextureObject::unlock(U32 mipLevel)
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if(!mLockedRect.bits)
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return;
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glActiveTexture(GL_TEXTURE0);
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U32 boundTexture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&boundTexture);
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glBindTexture(GL_TEXTURE_2D, mHandle);
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB);
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glTexSubImage2D(GL_TEXTURE_2D, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
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mLockedRectRect.extent.x, mLockedRectRect.extent.y, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, (mLockedRectRect.extent.x + 1) * (mLockedRectRect.extent.y + 1) * mBytesPerTexel, mFrameAllocatorPtr, GL_STREAM_DRAW);
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if(mBinding == GL_TEXTURE_2D)
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glTexSubImage2D(mBinding, mipLevel, mLockedRectRect.point.x, mLockedRectRect.point.y,
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mLockedRectRect.extent.x, mLockedRectRect.extent.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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else if(mBinding == GL_TEXTURE_1D)
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glTexSubImage1D(mBinding, mipLevel, (mLockedRectRect.point.x > 1 ? mLockedRectRect.point.x : mLockedRectRect.point.y),
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(mLockedRectRect.extent.x > 1 ? mLockedRectRect.extent.x : mLockedRectRect.extent.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], NULL);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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mLockedRect.bits = NULL;
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glBindTexture(GL_TEXTURE_2D, boundTexture);
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#if TORQUE_DEBUG
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AssertFatal(mFrameAllocatorMarkGuard == FrameAllocator::getWaterMark(), "");
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#endif
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FrameAllocator::setWaterMark(mFrameAllocatorMark);
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mFrameAllocatorMark = 0;
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mFrameAllocatorPtr = NULL;
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}
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void GFXGLTextureObject::release()
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@ -113,28 +128,91 @@ void GFXGLTextureObject::release()
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mBuffer = 0;
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}
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void GFXGLTextureObject::reInit()
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{
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AssertFatal(!mHandle && !mBuffer,"Must release before reInit");
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glGenTextures(1, &mHandle);
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glGenBuffers(1, &mBuffer);
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}
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bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
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{
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GLint oldTex;
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glGetIntegerv(0x8069, &oldTex);
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glBindTexture(GL_TEXTURE_2D, mHandle);
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if (!bmp)
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return false;
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// check format limitations
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// at the moment we only support RGBA for the source (other 4 byte formats should
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// be easy to add though)
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AssertFatal(mFormat == GFXFormatR8G8B8A8, "GFXGLTextureObject::copyToBmp - invalid format");
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AssertFatal(bmp->getFormat() == GFXFormatR8G8B8A8 || bmp->getFormat() == GFXFormatR8G8B8, "GFXGLTextureObject::copyToBmp - invalid format");
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if(mFormat != GFXFormatR8G8B8A8)
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return false;
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if(bmp->getFormat() != GFXFormatR8G8B8A8 && bmp->getFormat() != GFXFormatR8G8B8)
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return false;
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AssertFatal(bmp->getWidth() == getWidth(), "GFXGLTextureObject::copyToBmp - invalid size");
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AssertFatal(bmp->getHeight() == getHeight(), "GFXGLTextureObject::copyToBmp - invalid size");
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PROFILE_SCOPE(GFXGLTextureObject_copyToBmp);
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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U8 dstBytesPerPixel = GFXFormat_getByteSize( bmp->getFormat() );
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U8 srcBytesPerPixel = GFXFormat_getByteSize( mFormat );
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if(dstBytesPerPixel == srcBytesPerPixel)
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{
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glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], bmp->getWritableBits());
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return true;
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}
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FrameAllocatorMarker mem;
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GLint textureFormat = GFXGLTextureFormat[bmp->getFormat()];
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// Don't swizzle outgoing textures.
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if(textureFormat == GL_BGRA)
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textureFormat = GL_RGBA;
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U32 srcPixelCount = mTextureSize.x * mTextureSize.y;
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U8 *dest = bmp->getWritableBits();
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U8 *orig = (U8*)mem.alloc(srcPixelCount * srcBytesPerPixel);
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glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], orig);
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glGetTexImage(GL_TEXTURE_2D, 0, textureFormat, GL_UNSIGNED_BYTE, bmp->getWritableBits());
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glBindTexture(GL_TEXTURE_2D, oldTex);
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for(int i = 0; i < srcPixelCount; ++i)
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{
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dest[0] = orig[0];
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dest[1] = orig[1];
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dest[2] = orig[2];
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if(dstBytesPerPixel == 4)
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dest[3] = orig[3];
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orig += srcBytesPerPixel;
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dest += dstBytesPerPixel;
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}
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return true;
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}
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void GFXGLTextureObject::bind(U32 textureUnit) const
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void GFXGLTextureObject::initSamplerState(const GFXSamplerStateDesc &ssd)
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{
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glTexParameteri(mBinding, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, mMipLevels));
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glTexParameteri(mBinding, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_S, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeU] : GL_CLAMP_TO_EDGE);
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_T, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeV] : GL_CLAMP_TO_EDGE);
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if(mBinding == GL_TEXTURE_3D)
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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if(static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
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glTexParameterf(mBinding, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
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mNeedInitSamplerState = false;
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mSampler = ssd;
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}
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void GFXGLTextureObject::bind(U32 textureUnit)
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(mBinding, mHandle);
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glEnable(mBinding);
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GFXGL->getOpenglCache()->setCacheBindedTex(textureUnit, mBinding, mHandle);
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if( gglHasExtension(ARB_sampler_objects) )
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return;
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GFXGLStateBlockRef sb = mGLDevice->getCurrentStateBlock();
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AssertFatal(sb, "GFXGLTextureObject::bind - No active stateblock!");
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@ -142,26 +220,41 @@ void GFXGLTextureObject::bind(U32 textureUnit) const
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return;
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const GFXSamplerStateDesc ssd = sb->getDesc().samplers[textureUnit];
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glTexParameteri(mBinding, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, mMipLevels));
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glTexParameteri(mBinding, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_S, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeU] : GL_CLAMP_TO_EDGE);
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_T, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeV] : GL_CLAMP_TO_EDGE);
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if(mBinding == GL_TEXTURE_3D)
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, ssd.mipLODBias);
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if(mNeedInitSamplerState)
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{
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initSamplerState(ssd);
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return;
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}
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if(mSampler.minFilter != ssd.minFilter || mSampler.mipFilter != ssd.mipFilter)
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glTexParameteri(mBinding, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, mMipLevels));
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if(mSampler.magFilter != ssd.magFilter)
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glTexParameteri(mBinding, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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if(mSampler.addressModeU != ssd.addressModeU)
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_S, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeU] : GL_CLAMP_TO_EDGE);
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if(mSampler.addressModeV != ssd.addressModeV)
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_T, !mIsNPoT2 ? GFXGLTextureAddress[ssd.addressModeV] : GL_CLAMP_TO_EDGE);
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if(mBinding == GL_TEXTURE_3D && mSampler.addressModeW != ssd.addressModeW )
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glTexParameteri(mBinding, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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if(mSampler.maxAnisotropy != ssd.maxAnisotropy && static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() )
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glTexParameterf(mBinding, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy);
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mSampler = ssd;
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}
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U8* GFXGLTextureObject::getTextureData()
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{
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U8* data = new U8[mTextureSize.x * mTextureSize.y * mBytesPerTexel];
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glBindTexture(GL_TEXTURE_2D, mHandle);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], data);
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return data;
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}
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void GFXGLTextureObject::copyIntoCache()
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{
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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U32 cacheSize = mTextureSize.x * mTextureSize.y;
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if(mBinding == GL_TEXTURE_3D)
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@ -171,7 +264,6 @@ void GFXGLTextureObject::copyIntoCache()
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mZombieCache = new U8[cacheSize];
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glGetTexImage(mBinding, 0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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glBindTexture(mBinding, 0);
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}
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void GFXGLTextureObject::reloadFromCache()
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@ -187,8 +279,13 @@ void GFXGLTextureObject::reloadFromCache()
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return;
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}
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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glTexSubImage2D(mBinding, 0, 0, 0, mTextureSize.x, mTextureSize.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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if(mBinding == GL_TEXTURE_2D)
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glTexSubImage2D(mBinding, 0, 0, 0, mTextureSize.x, mTextureSize.y, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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else if(mBinding == GL_TEXTURE_1D)
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glTexSubImage1D(mBinding, 0, 0, (mTextureSize.x > 1 ? mTextureSize.x : mTextureSize.y), GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], mZombieCache);
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if(GFX->getCardProfiler()->queryProfile("GL::Workaround::needsExplicitGenerateMipmap") && mMipLevels != 1)
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glGenerateMipmapEXT(mBinding);
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