mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
249 lines
9.1 KiB
C++
249 lines
9.1 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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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "gfx/gl/gfxGLCubemap.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/bitmap/DDSFile.h"
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GLenum GFXGLCubemap::faceList[6] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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GFXGLCubemap::GFXGLCubemap() :
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mCubemap(0),
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mDynamicTexSize(0),
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mFaceFormat( GFXFormatR8G8B8A8 )
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{
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for(U32 i = 0; i < 6; i++)
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mTextures[i] = NULL;
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GFXTextureManager::addEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
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}
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GFXGLCubemap::~GFXGLCubemap()
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{
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glDeleteTextures(1, &mCubemap);
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GFXTextureManager::removeEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
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}
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void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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U32 reqWidth = faces[0]->getWidth();
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U32 reqHeight = faces[0]->getHeight();
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GFXFormat regFaceFormat = faces[0]->getFormat();
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mWidth = reqWidth;
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mHeight = reqHeight;
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mFaceFormat = regFaceFormat;
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mMipLevels = 1; // Lie for now
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AssertFatal(reqWidth == reqHeight, "GFXGLCubemap::fillCubeTextures - Width and height must be equal!");
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for(U32 i = 0; i < 6; i++)
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{
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AssertFatal(faces[i], avar("GFXGLCubemap::fillCubeFaces - texture %i is NULL!", i));
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AssertFatal((faces[i]->getWidth() == reqWidth) && (faces[i]->getHeight() == reqHeight), "GFXGLCubemap::fillCubeFaces - All textures must have identical dimensions!");
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AssertFatal(faces[i]->getFormat() == regFaceFormat, "GFXGLCubemap::fillCubeFaces - All textures must have identical formats!");
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mTextures[i] = faces[i];
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GFXFormat faceFormat = faces[i]->getFormat();
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GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
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U8* buf = glTex->getTextureData();
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glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], faces[i]->getWidth(), faces[i]->getHeight(),
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
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delete[] buf;
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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}
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void GFXGLCubemap::initStatic(GFXTexHandle* faces)
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{
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if(mCubemap)
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return;
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if(faces)
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{
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AssertFatal(faces[0], "GFXGLCubemap::initStatic - empty texture passed");
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glGenTextures(1, &mCubemap);
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fillCubeTextures(faces);
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}
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}
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void GFXGLCubemap::initStatic( DDSFile *dds )
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{
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if(mCubemap)
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return;
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AssertFatal( dds, "GFXGLCubemap::initStatic - Got null DDS file!" );
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AssertFatal( dds->isCubemap(), "GFXGLCubemap::initStatic - Got non-cubemap DDS file!" );
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AssertFatal( dds->mSurfaces.size() == 6, "GFXGLCubemap::initStatic - DDS has less than 6 surfaces!" );
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// HACK: I cannot put the genie back in the bottle and assign a
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// DDSFile pointer back to a Resource<>.
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//
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// So we do a second lookup which works out ok for now, but shows
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// the weakness in the ResourceManager not having a common base
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// reference type.
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//
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mDDSFile = ResourceManager::get().load( dds->getSourcePath() );
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AssertFatal( mDDSFile == dds, "GFXGLCubemap::initStatic - Couldn't find DDSFile resource!" );
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glGenTextures(1, &mCubemap);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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mWidth = dds->getWidth();
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mHeight = dds->getHeight();
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mFaceFormat = dds->getFormat();
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mMipLevels = 1;
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// TODO: Support mipmaps here as well as decompressing the
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// DDS if the format is unsupported.
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AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
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for(U32 i = 0; i < 6; i++)
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{
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if ( !dds->mSurfaces[i] )
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{
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// TODO: The DDS can skip surfaces, but i'm unsure what i should
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// do here when creating the cubemap. Ignore it for now.
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continue;
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}
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const U8 *buffer = dds->mSurfaces[i]->mMips[0];
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U32 surfaceSize = dds->getSurfaceSize( mHeight, mWidth, i );
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glCompressedTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[mFaceFormat],
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mWidth, mHeight, 0, surfaceSize, buffer );
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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}
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void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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{
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mDynamicTexSize = texSize;
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mFaceFormat = faceFormat;
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glGenTextures(1, &mCubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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mWidth = texSize;
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mHeight = texSize;
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mMipLevels = 1;
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for(U32 i = 0; i < 6; i++)
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{
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glTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], texSize, texSize,
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], NULL);
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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}
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void GFXGLCubemap::zombify()
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{
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glDeleteTextures(1, &mCubemap);
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mCubemap = 0;
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}
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void GFXGLCubemap::resurrect()
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{
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// Handled in tmResurrect
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}
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void GFXGLCubemap::tmResurrect()
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{
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if(mDynamicTexSize)
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initDynamic(mDynamicTexSize,mFaceFormat);
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else
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{
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if ( mDDSFile )
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initStatic( mDDSFile );
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else
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initStatic( mTextures );
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}
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}
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void GFXGLCubemap::setToTexUnit(U32 tuNum)
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{
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static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapInternal(tuNum, this);
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}
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void GFXGLCubemap::bind(U32 textureUnit) const
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
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AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
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if (!sb)
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return;
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const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, 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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}
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void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
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{
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if ( code == GFXZombify )
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zombify();
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else
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tmResurrect();
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}
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