mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
245 lines
9.9 KiB
C++
245 lines
9.9 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef TORQUE_GFX_GL_GFXGLUTILS_H_
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#define TORQUE_GFX_GL_GFXGLUTILS_H_
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#include "core/util/preprocessorHelpers.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLStateCache.h"
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#include "gfx/bitmap/imageUtils.h"
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inline U32 getMaxMipmaps(U32 width, U32 height, U32 depth)
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{
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return getMax( getBinLog2(depth), getMax(getBinLog2(width), getBinLog2(height)));
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}
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inline GLenum minificationFilter(U32 minFilter, U32 mipFilter, U32 /*mipLevels*/)
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{
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// the compiler should interpret this as array lookups
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switch( minFilter )
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{
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case GFXTextureFilterLinear:
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switch( mipFilter )
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{
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case GFXTextureFilterLinear:
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return GL_LINEAR_MIPMAP_LINEAR;
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case GFXTextureFilterPoint:
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return GL_LINEAR_MIPMAP_NEAREST;
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default:
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return GL_LINEAR;
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}
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default:
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switch( mipFilter ) {
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case GFXTextureFilterLinear:
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return GL_NEAREST_MIPMAP_LINEAR;
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case GFXTextureFilterPoint:
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return GL_NEAREST_MIPMAP_NEAREST;
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default:
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return GL_NEAREST;
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}
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}
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}
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//Get the surface size of a compressed mip map level - see ddsLoader.cpp
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inline U32 getCompressedSurfaceSize(GFXFormat format,U32 width, U32 height, U32 mipLevel=0 )
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{
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if(!ImageUtil::isCompressedFormat(format))
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return 0;
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// Bump by the mip level.
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height = getMax(U32(1), height >> mipLevel);
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width = getMax(U32(1), width >> mipLevel);
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U32 sizeMultiple = 0;
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if(format == GFXFormatBC1 || format == GFXFormatBC1_SRGB)
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sizeMultiple = 8;
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else
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sizeMultiple = 16;
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return getMax(U32(1), width/4) * getMax(U32(1), height/4) * sizeMultiple;
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}
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/// Simple class which preserves a given GL integer.
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/// This class determines the integer to preserve on construction and restores
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/// it on destruction.
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class GFXGLPreserveInteger
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{
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public:
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typedef void(STDCALL *BindFn)(GLenum, GLuint);
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/// Preserve the integer.
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/// @param binding The binding which should be set on destruction.
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/// @param getBinding The parameter to be passed to glGetIntegerv to determine
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/// the integer to be preserved.
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/// @param binder The gl function to call to restore the integer.
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GFXGLPreserveInteger(GLenum binding, GLint getBinding, BindFn binder) :
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mBinding(binding), mPreserved(0), mBinder(binder)
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{
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AssertFatal(mBinder, "GFXGLPreserveInteger - Need a valid binder function");
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mPreserved = GFXGL->getOpenglCache()->getCacheBinded(mBinding);
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#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
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GLint bindedOnOpenglDriver;
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glGetIntegerv(getBinding, &bindedOnOpenglDriver);
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AssertFatal( mPreserved == bindedOnOpenglDriver, "GFXGLPreserveInteger - GFXGLDevice/OpenGL mismatch on cache binded resource.");
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#endif
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}
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/// Restores the integer.
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~GFXGLPreserveInteger()
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{
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mBinder(mBinding, mPreserved);
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}
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private:
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GLenum mBinding;
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GLint mPreserved;
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BindFn mBinder;
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};
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class GFXGLPreserveTexture
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{
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public:
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typedef void(STDCALL *BindFn)(GLenum, GLuint);
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GFXGLPreserveTexture(GLenum binding, GLint getBinding, BindFn binder) :
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mBinding(binding), mPreserved(0), mBinder(binder)
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{
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AssertFatal(mBinder, "GFXGLPreserveTexture - Need a valid binder function");
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GFXGLDevice *gfx = GFXGL;
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mPreserved = gfx->getOpenglCache()->getCacheBinded(mBinding);
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mActiveTexture = gfx->getOpenglCache()->getCacheActiveTexture();
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#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
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GLint activeTextureOnOpenglDriver, bindedTextureOnOpenglDriver;
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glGetIntegerv(getBinding, &bindedTextureOnOpenglDriver);
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver);
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activeTextureOnOpenglDriver -= GL_TEXTURE0;
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AssertFatal( mPreserved == bindedTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource.");
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AssertFatal( activeTextureOnOpenglDriver == mActiveTexture, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache binded resource.");
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#endif
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}
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/// Restores the texture.
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~GFXGLPreserveTexture()
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{
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#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
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GLint activeTextureOnOpenglDriver;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureOnOpenglDriver);
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activeTextureOnOpenglDriver -= GL_TEXTURE0;
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GLint cacheActiveTexture = GFXGL->getOpenglCache()->getCacheActiveTexture();
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AssertFatal( cacheActiveTexture == activeTextureOnOpenglDriver, "GFXGLPreserveTexture - GFXGLDevice/OpenGL mismatch on cache ActiveTexture.");
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#endif
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mBinder(mBinding, mPreserved);
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}
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private:
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GLenum mBinding;
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GLint mPreserved;
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BindFn mBinder;
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S16 mActiveTexture;
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};
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/// Helper macro to preserve the current VBO binding.
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#define PRESERVE_VERTEX_BUFFER() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer)
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/// Helper macro to preserve the current element array binding.
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#define PRESERVE_INDEX_BUFFER() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindBuffer)
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#define _GET_BUFFER_BINDING( BINDING ) \
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BINDING == GL_ARRAY_BUFFER ? GL_ARRAY_BUFFER_BINDING : ( BINDING == GL_ELEMENT_ARRAY_BUFFER ? GL_ELEMENT_ARRAY_BUFFER_BINDING : 0 )
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/// Helper macro to preserve the current element array binding.
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#define PRESERVE_BUFFER( BINDING ) \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (BINDING, _GET_BUFFER_BINDING(BINDING), (GFXGLPreserveInteger::BindFn)glBindBuffer)
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/// ASSERT: Never call glActiveTexture for a "bind to modify" or in a PRESERVER_TEXTURE MACRO scope.
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/// Helper macro to preserve the current 1D texture binding.
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#define PRESERVE_1D_TEXTURE() \
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GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_1D, GL_TEXTURE_BINDING_1D, (GFXGLPreserveInteger::BindFn)glBindTexture)
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/// Helper macro to preserve the current 2D texture binding.
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#define PRESERVE_2D_TEXTURE() \
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GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, (GFXGLPreserveInteger::BindFn)glBindTexture)
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/// Helper macro to preserve the current 3D texture binding.
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#define PRESERVE_3D_TEXTURE() \
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GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_3D, GL_TEXTURE_BINDING_3D, (GFXGLPreserveInteger::BindFn)glBindTexture)
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/// Helper macro to preserve the current 3D texture binding.
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#define PRESERVE_CUBEMAP_TEXTURE() \
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GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP, (GFXGLPreserveInteger::BindFn)glBindTexture)
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#define PRESERVE_CUBEMAP_ARRAY_TEXTURE() \
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GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, (GFXGLPreserveInteger::BindFn)glBindTexture)
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#define _GET_TEXTURE_BINDING(binding) \
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binding == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : (binding == GL_TEXTURE_3D ? GL_TEXTURE_BINDING_3D : GL_TEXTURE_BINDING_1D )
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#define PRESERVE_TEXTURE(binding) \
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GFXGLPreserveTexture TORQUE_CONCAT(preserve_, __LINE__) (binding, _GET_TEXTURE_BINDING(binding), (GFXGLPreserveInteger::BindFn)glBindTexture)
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#define PRESERVE_FRAMEBUFFER() \
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GFXGLPreserveInteger TORQUE_CONCAT(preserve_, __LINE__) (GL_READ_FRAMEBUFFER, GL_READ_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer);\
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GFXGLPreserveInteger TORQUE_CONCAT(preserve2_, __LINE__) (GL_DRAW_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER_BINDING, (GFXGLPreserveInteger::BindFn)glBindFramebuffer)
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#if TORQUE_DEBUG
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// Handy macro for checking the status of a framebuffer. Framebuffers can fail in
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// all sorts of interesting ways, these are just the most common. Further, no existing GL profiling
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// tool catches framebuffer errors when the framebuffer is created, so we actually need this.
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#define CHECK_FRAMEBUFFER_STATUS()\
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{\
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GLenum status;\
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\
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switch(status) {\
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case GL_FRAMEBUFFER_COMPLETE:\
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break;\
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case GL_FRAMEBUFFER_UNSUPPORTED:\
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AssertFatal(false, "Unsupported FBO");\
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break;\
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\
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AssertFatal(false, "Incomplete FBO Attachment");\
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break;\
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\
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AssertFatal(false, "Incomplete FBO Missing Attachment");\
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break;\
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:\
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AssertFatal(false, "Incomplete FBO Draw buffer");\
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break;\
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:\
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AssertFatal(false, "Incomplete FBO Read buffer");\
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break;\
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default:\
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/* programming error; will fail on all hardware */\
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AssertFatal(false, "Something really bad happened with an FBO");\
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}\
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}
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#else
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#define CHECK_FRAMEBUFFER_STATUS()
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#endif //TORQUE_DEBUG
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#endif
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