Torque3D/Engine/source/gfx/gl/gfxGLCubemap.cpp
2012-09-19 11:15:01 -04:00

249 lines
9.1 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 "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLTextureObject.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
#include "gfx/gl/gfxGLUtils.h"
#include "gfx/gl/gfxGLCubemap.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/gfxCardProfile.h"
#include "gfx/bitmap/DDSFile.h"
GLenum GFXGLCubemap::faceList[6] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
GFXGLCubemap::GFXGLCubemap() :
mCubemap(0),
mDynamicTexSize(0),
mFaceFormat( GFXFormatR8G8B8A8 )
{
for(U32 i = 0; i < 6; i++)
mTextures[i] = NULL;
GFXTextureManager::addEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
}
GFXGLCubemap::~GFXGLCubemap()
{
glDeleteTextures(1, &mCubemap);
GFXTextureManager::removeEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
}
void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
U32 reqWidth = faces[0]->getWidth();
U32 reqHeight = faces[0]->getHeight();
GFXFormat regFaceFormat = faces[0]->getFormat();
mWidth = reqWidth;
mHeight = reqHeight;
mFaceFormat = regFaceFormat;
mMipLevels = 1; // Lie for now
AssertFatal(reqWidth == reqHeight, "GFXGLCubemap::fillCubeTextures - Width and height must be equal!");
for(U32 i = 0; i < 6; i++)
{
AssertFatal(faces[i], avar("GFXGLCubemap::fillCubeFaces - texture %i is NULL!", i));
AssertFatal((faces[i]->getWidth() == reqWidth) && (faces[i]->getHeight() == reqHeight), "GFXGLCubemap::fillCubeFaces - All textures must have identical dimensions!");
AssertFatal(faces[i]->getFormat() == regFaceFormat, "GFXGLCubemap::fillCubeFaces - All textures must have identical formats!");
mTextures[i] = faces[i];
GFXFormat faceFormat = faces[i]->getFormat();
GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
U8* buf = glTex->getTextureData();
glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], faces[i]->getWidth(), faces[i]->getHeight(),
0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
delete[] buf;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
}
void GFXGLCubemap::initStatic(GFXTexHandle* faces)
{
if(mCubemap)
return;
if(faces)
{
AssertFatal(faces[0], "GFXGLCubemap::initStatic - empty texture passed");
glGenTextures(1, &mCubemap);
fillCubeTextures(faces);
}
}
void GFXGLCubemap::initStatic( DDSFile *dds )
{
if(mCubemap)
return;
AssertFatal( dds, "GFXGLCubemap::initStatic - Got null DDS file!" );
AssertFatal( dds->isCubemap(), "GFXGLCubemap::initStatic - Got non-cubemap DDS file!" );
AssertFatal( dds->mSurfaces.size() == 6, "GFXGLCubemap::initStatic - DDS has less than 6 surfaces!" );
// HACK: I cannot put the genie back in the bottle and assign a
// DDSFile pointer back to a Resource<>.
//
// So we do a second lookup which works out ok for now, but shows
// the weakness in the ResourceManager not having a common base
// reference type.
//
mDDSFile = ResourceManager::get().load( dds->getSourcePath() );
AssertFatal( mDDSFile == dds, "GFXGLCubemap::initStatic - Couldn't find DDSFile resource!" );
glGenTextures(1, &mCubemap);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
mWidth = dds->getWidth();
mHeight = dds->getHeight();
mFaceFormat = dds->getFormat();
mMipLevels = 1;
// TODO: Support mipmaps here as well as decompressing the
// DDS if the format is unsupported.
AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
for(U32 i = 0; i < 6; i++)
{
if ( !dds->mSurfaces[i] )
{
// TODO: The DDS can skip surfaces, but i'm unsure what i should
// do here when creating the cubemap. Ignore it for now.
continue;
}
const U8 *buffer = dds->mSurfaces[i]->mMips[0];
U32 surfaceSize = dds->getSurfaceSize( mHeight, mWidth, i );
glCompressedTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[mFaceFormat],
mWidth, mHeight, 0, surfaceSize, buffer );
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
}
void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
{
mDynamicTexSize = texSize;
mFaceFormat = faceFormat;
glGenTextures(1, &mCubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
mWidth = texSize;
mHeight = texSize;
mMipLevels = 1;
for(U32 i = 0; i < 6; i++)
{
glTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], texSize, texSize,
0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], NULL);
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
void GFXGLCubemap::zombify()
{
glDeleteTextures(1, &mCubemap);
mCubemap = 0;
}
void GFXGLCubemap::resurrect()
{
// Handled in tmResurrect
}
void GFXGLCubemap::tmResurrect()
{
if(mDynamicTexSize)
initDynamic(mDynamicTexSize,mFaceFormat);
else
{
if ( mDDSFile )
initStatic( mDDSFile );
else
initStatic( mTextures );
}
}
void GFXGLCubemap::setToTexUnit(U32 tuNum)
{
static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapInternal(tuNum, this);
}
void GFXGLCubemap::bind(U32 textureUnit) const
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
if (!sb)
return;
const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, ssd.mipLODBias);
}
void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
{
if ( code == GFXZombify )
zombify();
else
tmResurrect();
}