277 lines
9.0 KiB
C++
277 lines
9.0 KiB
C++
/*
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* <Short Description>
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* Copyright (C) 2023 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef BLT_TEXTURE_H
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#define BLT_TEXTURE_H
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#include <blt/gfx/gl_includes.h>
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#include <blt/std/logging.h>
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#include <string>
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#include <vector>
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#include <utility>
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namespace blt::gfx
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{
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class texture_file;
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class texture_data
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{
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friend texture_file;
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private:
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unsigned char* m_data = nullptr;
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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):
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m_data(data), m_width(width), m_height(height), m_channels(channels)
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{}
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texture_data(int width, int height, int channels = 4): m_width(width), m_height(height), m_channels(channels)
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{
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m_data = static_cast<unsigned char*>(STBI_MALLOC(width * height * channels));
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}
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texture_data() = default;
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inline unsigned char* data()
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{
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return m_data;
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}
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[[nodiscard]] inline unsigned char* data() const
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{
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return m_data;
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}
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[[nodiscard]] inline int width() const
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{
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return m_width;
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}
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[[nodiscard]] inline int height() const
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{
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return m_height;
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}
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[[nodiscard]] inline int channels() const
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{
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return m_channels;
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}
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~texture_data()
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{
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STBI_FREE(m_data);
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}
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};
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class texture_file
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{
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private:
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std::string m_name;
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std::string m_path;
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mutable texture_data m_texture;
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public:
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/**
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* @param path path to the texture file
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* @param name reference name for this texture. If empty the texture will use path as its identifier
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*/
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explicit texture_file(const std::string& path, const std::string& name = "");
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texture_file& resize(int target_width, int target_height);
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inline texture_data& texture() const
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{
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return m_texture;
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}
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[[nodiscard]] inline int channels() const
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{
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return m_texture.m_channels;
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}
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[[nodiscard]] inline int width() const
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{
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return m_texture.m_width;
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}
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[[nodiscard]] inline int height() const
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{
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return m_texture.m_height;
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}
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[[nodiscard]] inline const std::string& getName() const
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{
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return m_name;
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}
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};
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struct texture_gl
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{
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protected:
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unsigned int textureID = 0;
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GLint textureBindType;
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GLint textureColorMode;
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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,
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GLint color_mode = GL_RGBA
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):
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textureBindType(bind_type), textureColorMode(color_mode), m_width(width),
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m_height(height)
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{
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glGenTextures(1, &textureID);
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}
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public:
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inline void bind() const
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{
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glBindTexture(textureBindType, textureID);
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}
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inline void unbind() const
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{
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glBindTexture(textureBindType, 0);
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}
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void setDefaults() const;
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inline void generateMipmaps() const
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{
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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
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bind();
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glGenerateMipmap(textureBindType);
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unbind();
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}
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[[nodiscard]] inline unsigned int getTextureID() const
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{
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return textureID;
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}
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virtual ~texture_gl()
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{
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glDeleteTextures(1, &textureID);
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}
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};
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struct texture_gl2D : public texture_gl
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{
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public:
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texture_gl2D(int width, int height, GLint colorMode = GL_RGBA):
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texture_gl(width, height, GL_TEXTURE_2D, colorMode)
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{
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bind();
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// TODO:
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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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);
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}
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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,
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int sub_height = -1) const
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{
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if (sub_width < 0)
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sub_width = m_width;
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if (sub_height < 0)
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sub_height = m_height;
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bind();
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glTexSubImage2D(
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textureBindType, level, x_offset, y_offset, sub_width, sub_height,
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dataColorMode, GL_UNSIGNED_BYTE, data
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);
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unbind();
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}
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void upload(const texture_file& tex_file) const
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{
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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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}
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/**
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* Resizes the internal memory for the texture but does NOT resize the texture image stored
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*/
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inline void resize(int width, int height)
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{
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m_width = width;
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m_height = height;
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bind();
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glTexStorage2D(textureBindType, 0, textureColorMode, m_width, m_height);
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unbind();
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}
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};
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struct gl_texture2D_array : public texture_gl
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{
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protected:
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int m_layers;
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public:
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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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{
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bind();
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// 6+ mipmaps is about where I stop noticing any difference (size is 4x4 pixels, so that makes sense)
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glTexStorage3D(textureBindType, 6, colorMode, width, height, layers);
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BLT_DEBUG("Creating 2D Texture Array with ID: %d", textureID);
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}
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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,
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int sub_height = -1) const
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{
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if (sub_width < 0)
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sub_width = m_width;
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if (sub_height < 0)
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sub_height = m_height;
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bind();
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glTexSubImage3D(
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textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1,
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dataColorMode, GL_UNSIGNED_BYTE, data
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);
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unbind();
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}
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};
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class gl_buffer_texture : public texture_gl2D
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{
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private:
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public:
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// make sure a framebuffer is bound before constructing!
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gl_buffer_texture(
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int width, int height, GLint format = GL_RGB32F,
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GLint colorAttachment = GL_COLOR_ATTACHMENT0
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): texture_gl2D(width, height, format)
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{
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bind();
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// no mipmaping and no interpolation to position textures!
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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//
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glFramebufferTexture2D(
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GL_FRAMEBUFFER, colorAttachment, GL_TEXTURE_2D, this->textureID, 0
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);
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}
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};
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}
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#endif //BLT_TEXTURE_H
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