BLT-With-Graphics-Template/include/blt/gfx/texture.h

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/*
* <Short Description>
* Copyright (C) 2023 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef BLT_TEXTURE_H
#define BLT_TEXTURE_H
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#include <blt/gfx/gl_includes.h>
#include <blt/gfx/stb/stb_image.h>
#include <blt/std/logging.h>
#include <string>
#include <vector>
#include <utility>
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namespace blt::gfx
{
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class texture_file;
class texture_data
{
friend texture_file;
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private:
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unsigned char* m_data = nullptr;
int m_width = 0, m_height = 0, m_channels = 0;
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public:
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texture_data(unsigned char* data, int width, int height, int channels):
m_data(data), m_width(width), m_height(height), m_channels(channels)
{}
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texture_data(int width, int height, int channels = 4): m_width(width), m_height(height), m_channels(channels)
{
m_data = static_cast<unsigned char*>(STBI_MALLOC(width * height * channels));
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}
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texture_data() = default;
unsigned char* data()
{
return m_data;
}
[[nodiscard]] unsigned char* data() const
{
return m_data;
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}
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[[nodiscard]] int width() const
{
return m_width;
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}
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[[nodiscard]] int height() const
{
return m_height;
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}
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[[nodiscard]] int channels() const
{
return m_channels;
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}
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~texture_data()
{
STBI_FREE(m_data);
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}
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};
class texture_file
{
private:
std::string m_name;
std::string m_path;
mutable texture_data m_texture;
public:
/**
* @param path path to the texture file
* @param name reference name for this texture. If empty the texture will use path as its identifier
*/
explicit texture_file(const std::string& path, const std::string& name = "");
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texture_file& resize(int target_width, int target_height);
texture_data& texture() const
{
return m_texture;
}
[[nodiscard]] int channels() const
{
return m_texture.m_channels;
}
[[nodiscard]] int width() const
{
return m_texture.m_width;
}
[[nodiscard]] int height() const
{
return m_texture.m_height;
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}
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[[nodiscard]] const std::string& getName() const
{
return m_name;
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}
};
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struct texture_gl
{
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protected:
unsigned int textureID = 0;
GLint textureBindType;
GLint textureColorMode;
int m_width, m_height;
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texture_gl(
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int width, int height, GLint bind_type = GL_TEXTURE_2D,
GLint color_mode = GL_RGBA
):
textureBindType(bind_type), textureColorMode(color_mode), m_width(width),
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m_height(height)
{
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glGenTextures(1, &textureID);
}
public:
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inline void bind() const
{
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glBindTexture(textureBindType, textureID);
}
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inline void unbind() const
{
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glBindTexture(textureBindType, 0);
}
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void setDefaults() const
{
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bind();
glTexParameteri(textureBindType, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(textureBindType, GL_TEXTURE_WRAP_T, GL_REPEAT);
// nearest preserves the pixely look
glTexParameteri(textureBindType, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(textureBindType, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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#ifdef GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
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// Anisotropy helps preserve textures at oblique angles
float a = 0;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &a);
glTexParameterf(textureBindType, GL_TEXTURE_MAX_ANISOTROPY_EXT, a);
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#endif
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unbind();
}
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inline void generateMipmaps() const
{
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// it's a little inefficient binding and unbinding for these small calls, they really should be done in the constructor or data upload
bind();
glGenerateMipmap(textureBindType);
unbind();
}
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[[nodiscard]] inline unsigned int getTextureID() const
{
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return textureID;
}
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virtual ~texture_gl()
{
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glDeleteTextures(1, &textureID);
}
};
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struct texture_gl2D : public texture_gl
{
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public:
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texture_gl2D(int width, int height, GLint colorMode = GL_RGBA):
texture_gl(width, height, GL_TEXTURE_2D, colorMode)
{
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bind();
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// TODO:
const int MIPMAP_LEVELS = 4;
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glTexStorage2D(
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textureBindType, MIPMAP_LEVELS, colorMode,
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width, height
);
}
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void upload(void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
int sub_height = -1) const
{
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if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage2D(
textureBindType, level, x_offset, y_offset, sub_width, sub_height,
dataColorMode, GL_UNSIGNED_BYTE, data
);
unbind();
}
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void upload(const texture_file& tex_file) const
{
upload(tex_file.texture().data(), tex_file.channels() == 4 ? GL_RGBA : GL_RGB, 0, 0, 0, tex_file.width(), tex_file.height());
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}
/**
* Resizes the internal memory for the texture but does NOT resize the texture image stored
*/
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inline void resize(int width, int height)
{
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m_width = width;
m_height = height;
bind();
glTexStorage2D(textureBindType, 0, textureColorMode, m_width, m_height);
unbind();
}
};
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struct gl_texture2D_array : public texture_gl
{
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protected:
int m_layers;
public:
gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA8):
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texture_gl(width, height, GL_TEXTURE_2D_ARRAY, colorMode), m_layers(layers)
{
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bind();
// 6+ mipmaps is about where I stop noticing any difference (size is 4x4 pixels, so that makes sense)
glTexStorage3D(textureBindType, 6, colorMode, width, height, layers);
BLT_DEBUG("Creating 2D Texture Array with ID: %d", textureID);
}
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void upload(void* data, int index, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
int sub_height = -1) const
{
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if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage3D(
textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1,
dataColorMode, GL_UNSIGNED_BYTE, data
);
unbind();
}
};
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class gl_buffer_texture : public texture_gl2D
{
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private:
public:
// make sure a framebuffer is bound before constructing!
gl_buffer_texture(
int width, int height, GLint format = GL_RGB32F,
GLint colorAttachment = GL_COLOR_ATTACHMENT0
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): texture_gl2D(width, height, format)
{
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bind();
// no mipmaping and no interpolation to position textures!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//
glFramebufferTexture2D(
GL_FRAMEBUFFER, colorAttachment, GL_TEXTURE_2D, this->textureID, 0
);
}
};
}
#endif //BLT_TEXTURE_H