COSC-3P98-Final-Project/include/render/textures.h

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/*
* Created by Brett on 17/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_TEXTURES_H
#define FINALPROJECT_TEXTURES_H
#include <string>
#include <utility>
#include <stb/stb_image.h>
#include <util/settings.h>
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#include <phmap.h>
#include <vector>
#include <render/gl.h>
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#include "stb/stb_image_resize.h"
namespace fp::texture {
class file_texture {
private:
std::string m_Name;
std::string m_Path;
int width = 0, height = 0, channels = 0;
unsigned char* m_Data = nullptr;
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
*/
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explicit file_texture(const std::string& path, const std::string& name = ""):
m_Name(name.empty() ? path : name), m_Path(path) {}
static file_texture* load(file_texture*& texture) {
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// we want to load every texture as if it has transparency,
// otherwise textures won't be correctly resized and loaded to the gpu
constexpr int channel_count = 4;
texture->m_Data = stbi_load(
texture->m_Path.c_str(), &texture->width, &texture->height,
&texture->channels, channel_count
);
texture->channels = channel_count;
return texture;
}
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static file_texture* resize(
file_texture* texture, int target_width, int target_height
) {
if (target_width == texture->width && target_height == texture->height)
return texture;
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// since we will be replacing the loaded data pointer, is it wise to use the allocator
// that matches with what stb image uses, which is malloc, since we unload with stbi_image_free -> (free)
auto* output_Data = (unsigned char*) malloc(
target_width * target_height * texture->channels
);
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// resize the texture
if (stbir_resize_uint8(
// input
texture->m_Data, texture->width, texture->height, 0,
// output
output_Data, target_width, target_height, 0,
// channels
texture->channels
)) {
BLT_WARN("Error resizing block texture image!");
}
// free up the old data
stbi_image_free(texture->m_Data);
texture->m_Data = output_Data;
texture->width = target_width;
texture->height = target_height;
return texture;
}
unsigned char* data() {
return m_Data;
}
[[nodiscard]] int getChannels() const {
return channels;
}
[[nodiscard]] int getWidth() const {
return width;
}
[[nodiscard]] int getHeight() const {
return height;
}
[[nodiscard]] const std::string& getName() {
return m_Name;
}
~file_texture() {
stbi_image_free(m_Data);
}
};
struct gl_texture {
protected:
unsigned int textureID = 0;
GLint textureBindType;
GLint textureColorMode;
int m_width, m_height;
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gl_texture(
int width, int height, GLint bind_type = GL_TEXTURE_2D,
GLint color_mode = GL_RGBA
):
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textureBindType(bind_type), textureColorMode(color_mode), m_width(width),
m_height(height) {
glGenTextures(1, &textureID);
}
public:
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inline void bind() const {
glBindTexture(textureBindType, textureID);
}
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inline void unbind() const {
glBindTexture(textureBindType, 0);
}
void setDefaults() const {
bind();
glTexParameteri(textureBindType, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(textureBindType, GL_TEXTURE_WRAP_T, GL_REPEAT);
// nearest preserves the pixely look
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glTexParameteri(textureBindType, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(textureBindType, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_LINEAR);
// 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);
unbind();
}
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inline void generateMipmaps() const {
// 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 {
return textureID;
}
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virtual ~gl_texture() {
glDeleteTextures(1, &textureID);
}
};
struct gl_texture2D : public gl_texture {
public:
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gl_texture2D(int width, int height, GLint colorMode = GL_RGBA):
gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
bind();
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glTexStorage2D(
textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode,
width, height
);
}
void upload(
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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 {
if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
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glTexSubImage2D(
textureBindType, level, x_offset, y_offset, sub_width, sub_height,
dataColorMode, GL_UNSIGNED_BYTE, data
);
unbind();
}
void upload(file_texture* texture) const {
upload(texture->data(), texture->getChannels() == 4 ? GL_RGBA : GL_RGB);
}
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/**
* Resizes the internal memory for the texture but does NOT resize the texture image stored
*/
inline void resize(int width, int height) {
m_width = width;
m_height = height;
bind();
glTexStorage2D(textureBindType, 0, textureColorMode, m_width, m_height);
unbind();
}
};
struct gl_texture2D_array : public gl_texture {
protected:
int m_layers;
public:
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gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA8):
gl_texture(width, height, GL_TEXTURE_2D_ARRAY, colorMode), m_layers(layers) {
bind();
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// 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);
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BLT_DEBUG("Creating 2D Texture Array with ID: %d", textureID);
}
void upload(
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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 {
if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
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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 gl_texture2D {
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
): gl_texture2D(width, height, format) {
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
);
}
};
typedef int texture_index;
class palette {
private:
union negDInt {
texture_index i = -1;
};
// as of GL3.0 this limit is 256. (4.5 extends it to 2048.)
static constexpr int MAX_ARRAY_LAYERS = 256;
gl_texture2D_array* texture_array = nullptr;
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phmap::flat_hash_map<std::string, negDInt> textureIndices;
std::vector<file_texture*> textures {};
public:
palette() = default;
void generateGLTexture() {
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
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texture_array = new gl_texture2D_array(
texture_size, texture_size, (int) textures.size());
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texture_array->bind();
for (const auto t : textures) {
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texture_array->upload(
t->data(), textureIndices[t->getName()].i,
t->getChannels() == 4 ? GL_RGBA : GL_RGB
);
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BLT_TRACE("Loaded texture %s", t->getName().c_str());
}
texture_array->setDefaults();
texture_array->generateMipmaps();
}
void registerTexture(file_texture* texture) {
textureIndices[texture->getName()].i = (int) textures.size();
textures.push_back(texture);
}
bool hasTexture(const std::string& name) {
return textureIndices[name].i >= 0;
}
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texture_index getTexture(const std::string& name) {
return textureIndices[name].i;
}
unsigned int getTextureID() {
return texture_array->getTextureID();
}
~palette() {
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for (auto* t : textures)
delete t;
delete texture_array;
};
};
}
#endif //FINALPROJECT_TEXTURES_H