Torque3D/Engine/source/gfx/gl/gfxGLTextureTarget.cpp
2016-01-18 05:55:36 +01:00

437 lines
14 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/console.h"
#include "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLTextureTarget.h"
#include "gfx/gl/gfxGLTextureObject.h"
#include "gfx/gl/gfxGLCubemap.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/gl/gfxGLUtils.h"
/// Internal struct used to track texture information for FBO attachments
/// This serves as an abstract base so we can deal with cubemaps and standard
/// 2D/Rect textures through the same interface
class _GFXGLTargetDesc
{
public:
_GFXGLTargetDesc(U32 _mipLevel, U32 _zOffset) :
mipLevel(_mipLevel), zOffset(_zOffset)
{
}
virtual ~_GFXGLTargetDesc() {}
virtual U32 getHandle() = 0;
virtual U32 getWidth() = 0;
virtual U32 getHeight() = 0;
virtual U32 getDepth() = 0;
virtual bool hasMips() = 0;
virtual GLenum getBinding() = 0;
virtual GFXFormat getFormat() = 0;
virtual bool isCompatible(const GFXGLTextureObject* tex) = 0;
U32 getMipLevel() { return mipLevel; }
U32 getZOffset() { return zOffset; }
private:
U32 mipLevel;
U32 zOffset;
};
/// Internal struct used to track 2D/Rect texture information for FBO attachment
class _GFXGLTextureTargetDesc : public _GFXGLTargetDesc
{
public:
_GFXGLTextureTargetDesc(GFXGLTextureObject* tex, U32 _mipLevel, U32 _zOffset)
: _GFXGLTargetDesc(_mipLevel, _zOffset), mTex(tex)
{
}
virtual ~_GFXGLTextureTargetDesc() {}
virtual U32 getHandle() { return mTex->getHandle(); }
virtual U32 getWidth() { return mTex->getWidth(); }
virtual U32 getHeight() { return mTex->getHeight(); }
virtual U32 getDepth() { return mTex->getDepth(); }
virtual bool hasMips() { return mTex->mMipLevels != 1; }
virtual GLenum getBinding() { return mTex->getBinding(); }
virtual GFXFormat getFormat() { return mTex->getFormat(); }
virtual bool isCompatible(const GFXGLTextureObject* tex)
{
return mTex->getFormat() == tex->getFormat()
&& mTex->getWidth() == tex->getWidth()
&& mTex->getHeight() == tex->getHeight();
}
GFXGLTextureObject* getTextureObject() const {return mTex; }
private:
StrongRefPtr<GFXGLTextureObject> mTex;
};
/// Internal struct used to track Cubemap texture information for FBO attachment
class _GFXGLCubemapTargetDesc : public _GFXGLTargetDesc
{
public:
_GFXGLCubemapTargetDesc(GFXGLCubemap* tex, U32 _face, U32 _mipLevel, U32 _zOffset)
: _GFXGLTargetDesc(_mipLevel, _zOffset), mTex(tex), mFace(_face)
{
}
virtual ~_GFXGLCubemapTargetDesc() {}
virtual U32 getHandle() { return mTex->getHandle(); }
virtual U32 getWidth() { return mTex->getWidth(); }
virtual U32 getHeight() { return mTex->getHeight(); }
virtual U32 getDepth() { return 0; }
virtual bool hasMips() { return mTex->getNumMipLevels() != 1; }
virtual GLenum getBinding() { return GFXGLCubemap::getEnumForFaceNumber(mFace); }
virtual GFXFormat getFormat() { return mTex->getFormat(); }
virtual bool isCompatible(const GFXGLTextureObject* tex)
{
return mTex->getFormat() == tex->getFormat()
&& mTex->getWidth() == tex->getWidth()
&& mTex->getHeight() == tex->getHeight();
}
private:
StrongRefPtr<GFXGLCubemap> mTex;
U32 mFace;
};
// Internal implementations
class _GFXGLTextureTargetImpl // TODO OPENGL remove and implement on GFXGLTextureTarget
{
public:
GFXGLTextureTarget* mTarget;
virtual ~_GFXGLTextureTargetImpl() {}
virtual void applyState() = 0;
virtual void makeActive() = 0;
virtual void finish() = 0;
};
// Use FBOs to render to texture. This is the preferred implementation and is almost always used.
class _GFXGLTextureTargetFBOImpl : public _GFXGLTextureTargetImpl
{
public:
GLuint mFramebuffer;
_GFXGLTextureTargetFBOImpl(GFXGLTextureTarget* target);
virtual ~_GFXGLTextureTargetFBOImpl();
virtual void applyState();
virtual void makeActive();
virtual void finish();
};
_GFXGLTextureTargetFBOImpl::_GFXGLTextureTargetFBOImpl(GFXGLTextureTarget* target)
{
mTarget = target;
glGenFramebuffers(1, &mFramebuffer);
}
_GFXGLTextureTargetFBOImpl::~_GFXGLTextureTargetFBOImpl()
{
glDeleteFramebuffers(1, &mFramebuffer);
}
void _GFXGLTextureTargetFBOImpl::applyState()
{
// REMINDER: When we implement MRT support, check against GFXGLDevice::getNumRenderTargets()
PRESERVE_FRAMEBUFFER();
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
bool drawbufs[16];
int bufsize = 0;
for (int i = 0; i < 16; i++)
drawbufs[i] = false;
bool hasColor = false;
for(int i = 0; i < GFXGL->getNumRenderTargets(); ++i)
{
_GFXGLTargetDesc* color = mTarget->getTargetDesc( static_cast<GFXTextureTarget::RenderSlot>(GFXTextureTarget::Color0+i ));
if(color)
{
hasColor = true;
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( binding == GL_TEXTURE_1D )
glFramebufferTexture1D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, color->getBinding( ), color->getHandle( ), color->getMipLevel( ) );
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
{
// Clears the texture (note that the binding is irrelevent)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+i, GL_TEXTURE_2D, 0, 0);
}
}
_GFXGLTargetDesc* depthStecil = mTarget->getTargetDesc(GFXTextureTarget::DepthStencil);
if(depthStecil)
{
// Certain drivers have issues with depth only FBOs. That and the next two asserts assume we have a color target.
AssertFatal(hasColor, "GFXGLTextureTarget::applyState() - Cannot set DepthStencil target without Color0 target!");
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthStecil->getBinding(), depthStecil->getHandle(), depthStecil->getMipLevel());
}
else
{
// Clears the texture (note that the binding is irrelevent)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
GLenum *buf = new GLenum[bufsize];
int count = 0;
for (int i = 0; i < bufsize; i++)
{
if (drawbufs[i])
{
buf[count] = GL_COLOR_ATTACHMENT0 + i;
count++;
}
}
glDrawBuffers(bufsize, buf);
delete[] buf;
CHECK_FRAMEBUFFER_STATUS();
}
void _GFXGLTextureTargetFBOImpl::makeActive()
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mFramebuffer);
int i = 0;
GLenum draws[16];
for( i = 0; i < GFXGL->getNumRenderTargets(); ++i)
{
_GFXGLTargetDesc* color = mTarget->getTargetDesc( static_cast<GFXTextureTarget::RenderSlot>(GFXTextureTarget::Color0+i ));
if(color)
draws[i] = GL_COLOR_ATTACHMENT0 + i;
else
break;
}
glDrawBuffers( i, draws );
}
void _GFXGLTextureTargetFBOImpl::finish()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, 0);
for(int i = 0; i < GFXGL->getNumRenderTargets(); ++i)
{
_GFXGLTargetDesc* color = mTarget->getTargetDesc( static_cast<GFXTextureTarget::RenderSlot>(GFXTextureTarget::Color0+i ) );
if(!color || !(color->hasMips()))
continue;
// Generate mips if necessary
// Assumes a 2D texture.
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 );
}
}
// Actual GFXGLTextureTarget interface
GFXGLTextureTarget::GFXGLTextureTarget() : mCopyFboSrc(0), mCopyFboDst(0)
{
for(U32 i=0; i<MaxRenderSlotId; i++)
mTargets[i] = NULL;
GFXTextureManager::addEventDelegate( this, &GFXGLTextureTarget::_onTextureEvent );
_impl = new _GFXGLTextureTargetFBOImpl(this);
glGenFramebuffers(1, &mCopyFboSrc);
glGenFramebuffers(1, &mCopyFboDst);
}
GFXGLTextureTarget::~GFXGLTextureTarget()
{
GFXTextureManager::removeEventDelegate(this, &GFXGLTextureTarget::_onTextureEvent);
glDeleteFramebuffers(1, &mCopyFboSrc);
glDeleteFramebuffers(1, &mCopyFboDst);
}
const Point2I GFXGLTextureTarget::getSize()
{
if(mTargets[Color0].isValid())
return Point2I(mTargets[Color0]->getWidth(), mTargets[Color0]->getHeight());
return Point2I(0, 0);
}
GFXFormat GFXGLTextureTarget::getFormat()
{
if(mTargets[Color0].isValid())
return mTargets[Color0]->getFormat();
return GFXFormatR8G8B8A8;
}
void GFXGLTextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *tex, U32 mipLevel/*=0*/, U32 zOffset /*= 0*/ )
{
if( tex == GFXTextureTarget::sDefaultDepthStencil )
tex = GFXGL->getDefaultDepthTex();
_GFXGLTextureTargetDesc* mTex = static_cast<_GFXGLTextureTargetDesc*>(mTargets[slot].ptr());
if( (!tex && !mTex) || (mTex && mTex->getTextureObject() == tex) )
return;
// Triggers an update when we next render
invalidateState();
// We stash the texture and info into an internal struct.
GFXGLTextureObject* glTexture = static_cast<GFXGLTextureObject*>(tex);
if(tex && tex != GFXTextureTarget::sDefaultDepthStencil)
mTargets[slot] = new _GFXGLTextureTargetDesc(glTexture, mipLevel, zOffset);
else
mTargets[slot] = NULL;
}
void GFXGLTextureTarget::attachTexture( RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel/*=0*/ )
{
// No depth cubemaps, sorry
AssertFatal(slot != DepthStencil, "GFXGLTextureTarget::attachTexture (cube) - Cube depth textures not supported!");
if(slot == DepthStencil)
return;
// Triggers an update when we next render
invalidateState();
// We stash the texture and info into an internal struct.
GFXGLCubemap* glTexture = static_cast<GFXGLCubemap*>(tex);
if(tex)
mTargets[slot] = new _GFXGLCubemapTargetDesc(glTexture, face, mipLevel, 0);
else
mTargets[slot] = NULL;
}
void GFXGLTextureTarget::clearAttachments()
{
deactivate();
for(S32 i=1; i<MaxRenderSlotId; i++)
attachTexture((RenderSlot)i, NULL);
}
void GFXGLTextureTarget::zombify()
{
invalidateState();
// Will be recreated in applyState
_impl = NULL;
}
void GFXGLTextureTarget::resurrect()
{
// Dealt with when the target is next bound
}
void GFXGLTextureTarget::makeActive()
{
_impl->makeActive();
}
void GFXGLTextureTarget::deactivate()
{
_impl->finish();
}
void GFXGLTextureTarget::applyState()
{
if(!isPendingState())
return;
// So we don't do this over and over again
stateApplied();
if(_impl.isNull())
_impl = new _GFXGLTextureTargetFBOImpl(this);
_impl->applyState();
}
_GFXGLTargetDesc* GFXGLTextureTarget::getTargetDesc(RenderSlot slot) const
{
// This can only be called by our implementations, and then will not actually store the pointer so this is (almost) safe
return mTargets[slot].ptr();
}
void GFXGLTextureTarget::_onTextureEvent( GFXTexCallbackCode code )
{
invalidateState();
}
const String GFXGLTextureTarget::describeSelf() const
{
String ret = String::ToString(" Color0 Attachment: %i", mTargets[Color0].isValid() ? mTargets[Color0]->getHandle() : 0);
ret += String::ToString(" Depth Attachment: %i", mTargets[DepthStencil].isValid() ? mTargets[DepthStencil]->getHandle() : 0);
return ret;
}
void GFXGLTextureTarget::resolve()
{
}
void GFXGLTextureTarget::resolveTo(GFXTextureObject* obj)
{
AssertFatal(dynamic_cast<GFXGLTextureObject*>(obj), "GFXGLTextureTarget::resolveTo - Incorrect type of texture, expected a GFXGLTextureObject");
GFXGLTextureObject* glTexture = static_cast<GFXGLTextureObject*>(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(), binding, 0, 0, 0, srcStartDepth,
glTexture->getHandle(), glTexture->getBinding(), 0, 0, 0, 0,
mTargets[Color0]->getWidth(), mTargets[Color0]->getHeight(), 1);
return;
}
PRESERVE_FRAMEBUFFER();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mCopyFboDst);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glTexture->getBinding(), glTexture->getHandle(), 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mCopyFboSrc);
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);
}