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