// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gltexture.cpp ** Low level OpenGL texture handling. These classes are also ** containers for the various translations a texture can have. ** */ #include "gl_system.h" #include "templates.h" #include "c_cvars.h" #include "doomtype.h" #include "r_data/colormaps.h" #include "hw_material.h" #include "gl_interface.h" #include "hwrenderer/utility/hw_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_renderstate.h" #include "gl/textures/gl_samplers.h" namespace OpenGLRenderer { TexFilter_s TexFilter[]={ {GL_NEAREST, GL_NEAREST, false}, {GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true}, {GL_LINEAR, GL_LINEAR, false}, {GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true}, {GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true}, {GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true}, {GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true}, }; int TexFormat[]={ GL_RGBA8, GL_RGB5_A1, GL_RGBA4, GL_RGBA2, // [BB] Added compressed texture formats. GL_COMPRESSED_RGBA_ARB, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, }; //=========================================================================== // // Static texture data // //=========================================================================== unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES]; //=========================================================================== // // Loads the texture image into the hardware // // NOTE: For some strange reason I was unable to find the source buffer // should be one line higher than the actual texture. I got extremely // strange crashes deep inside the GL driver when I didn't do it! // //=========================================================================== unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name) { int rh,rw; int texformat = GL_RGBA8;// TexFormat[gl_texture_format]; bool deletebuffer=false; /* if (forcenocompression) { texformat = GL_RGBA8; } */ bool firstCall = glTexID == 0; if (firstCall) { glGenTextures(1, &glTexID); } int textureBinding = UINT_MAX; if (texunit == -1) glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding); if (texunit > 0) glActiveTexture(GL_TEXTURE0+texunit); if (texunit >= 0) lastbound[texunit] = glTexID; glBindTexture(GL_TEXTURE_2D, glTexID); FGLDebug::LabelObject(GL_TEXTURE, glTexID, name); rw = GetTexDimension(w); rh = GetTexDimension(h); if (glBufferID > 0) { glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); buffer = nullptr; } else if (!buffer) { // The texture must at least be initialized if no data is present. mipmapped = false; buffer=(unsigned char *)calloc(4,rw * (rh+1)); deletebuffer=true; //texheight=-h; } else { if (rw < w || rh < h) { // The texture is larger than what the hardware can handle so scale it down. unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1)); if (scaledbuffer) { Resize(w, h, rw, rh, buffer, scaledbuffer); deletebuffer=true; buffer=scaledbuffer; } } } // store the physical size. int sourcetype; if (glTextureBytes > 0) { if (glTextureBytes < 4) glPixelStorei(GL_UNPACK_ALIGNMENT, 1); static const int ITypes[] = { GL_R8, GL_RG8, GL_RGB8, GL_RGBA8 }; static const int STypes[] = { GL_RED, GL_RG, GL_BGR, GL_BGRA }; texformat = ITypes[glTextureBytes - 1]; sourcetype = STypes[glTextureBytes - 1]; } else { sourcetype = GL_BGRA; } if (!firstCall && glBufferID > 0) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rw, rh, sourcetype, GL_UNSIGNED_BYTE, buffer); else glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, sourcetype, GL_UNSIGNED_BYTE, buffer); if (deletebuffer && buffer) free(buffer); else if (glBufferID) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } if (mipmap && TexFilter[gl_texture_filter].mipmapping) { glGenerateMipmap(GL_TEXTURE_2D); mipmapped = true; } if (texunit > 0) glActiveTexture(GL_TEXTURE0); else if (texunit == -1) glBindTexture(GL_TEXTURE_2D, textureBinding); return glTexID; } //=========================================================================== // // // //=========================================================================== void FHardwareTexture::AllocateBuffer(int w, int h, int texelsize) { int rw = GetTexDimension(w); int rh = GetTexDimension(h); if (texelsize < 1 || texelsize > 4) texelsize = 4; glTextureBytes = texelsize; bufferpitch = w; if (rw == w || rh == h) { glGenBuffers(1, &glBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, w*h*texelsize, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } } uint8_t *FHardwareTexture::MapBuffer() { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glBufferID); return (uint8_t*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); } //=========================================================================== // // Destroys the texture // //=========================================================================== FHardwareTexture::~FHardwareTexture() { if (glTexID != 0) glDeleteTextures(1, &glTexID); if (glBufferID != 0) glDeleteBuffers(1, &glBufferID); } //=========================================================================== // // Binds this patch // //=========================================================================== unsigned int FHardwareTexture::Bind(int texunit, bool needmipmap) { if (glTexID != 0) { if (lastbound[texunit] == glTexID) return glTexID; lastbound[texunit] = glTexID; if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, glTexID); // Check if we need mipmaps on a texture that was creted without them. if (needmipmap && !mipmapped && TexFilter[gl_texture_filter].mipmapping) { glGenerateMipmap(GL_TEXTURE_2D); mipmapped = true; } if (texunit != 0) glActiveTexture(GL_TEXTURE0); return glTexID; } return 0; } unsigned int FHardwareTexture::GetTextureHandle(int translation) { return glTexID; } void FHardwareTexture::Unbind(int texunit) { if (lastbound[texunit] != 0) { if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit); glBindTexture(GL_TEXTURE_2D, 0); if (texunit != 0) glActiveTexture(GL_TEXTURE0); lastbound[texunit] = 0; } } void FHardwareTexture::UnbindAll() { for(int texunit = 0; texunit < 16; texunit++) { Unbind(texunit); } gl_RenderState.ClearLastMaterial(); } //=========================================================================== // // Creates a depth buffer for this texture // //=========================================================================== int FHardwareTexture::GetDepthBuffer(int width, int height) { if (glDepthID == 0) { glGenRenderbuffers(1, &glDepthID); glBindRenderbuffer(GL_RENDERBUFFER, glDepthID); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, GetTexDimension(width), GetTexDimension(height)); glBindRenderbuffer(GL_RENDERBUFFER, 0); } return glDepthID; } //=========================================================================== // // Binds this texture's surfaces to the current framrbuffer // //=========================================================================== void FHardwareTexture::BindToFrameBuffer(int width, int height) { width = GetTexDimension(width); height = GetTexDimension(height); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexID, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height)); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height)); } //=========================================================================== // // Binds a texture to the renderer // //=========================================================================== bool FHardwareTexture::BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags) { int usebright = false; bool needmipmap = (clampmode <= CLAMP_XY); // Bind it to the system. if (!Bind(texunit, needmipmap)) { int w = 0, h = 0; // Create this texture FTextureBuffer texbuffer; if (!tex->isHardwareCanvas()) { texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData); w = texbuffer.mWidth; h = texbuffer.mHeight; } else { w = tex->GetTexelWidth(); h = tex->GetTexelHeight(); } if (!CreateTexture(texbuffer.mBuffer, w, h, texunit, needmipmap, "FHardwareTexture.BindOrCreate")) { // could not create texture return false; } } GLRenderer->mSamplerManager->Bind(texunit, clampmode, 255); return true; } }