319 lines
12 KiB
C++
319 lines
12 KiB
C++
/*
|
|
* 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>
|
|
#include <phmap.h>
|
|
#include <vector>
|
|
#include <render/gl.h>
|
|
#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
|
|
*/
|
|
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) {
|
|
// 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;
|
|
}
|
|
|
|
static file_texture* resize(
|
|
file_texture* texture, int target_width, int target_height
|
|
) {
|
|
if (target_width == texture->width && target_height == texture->height)
|
|
return texture;
|
|
// 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
|
|
);
|
|
|
|
// 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;
|
|
|
|
gl_texture(
|
|
int width, int height, GLint bind_type = GL_TEXTURE_2D,
|
|
GLint color_mode = GL_RGBA
|
|
):
|
|
m_width(width), m_height(height), textureBindType(bind_type),
|
|
textureColorMode(color_mode) {
|
|
glGenTextures(1, &textureID);
|
|
}
|
|
|
|
public:
|
|
inline void bind() const {
|
|
glBindTexture(textureBindType, textureID);
|
|
}
|
|
|
|
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
|
|
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();
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
[[nodiscard]] inline unsigned int getTextureID() const {
|
|
return textureID;
|
|
}
|
|
|
|
virtual ~gl_texture() {
|
|
glDeleteTextures(1, &textureID);
|
|
}
|
|
};
|
|
|
|
struct gl_texture2D : public gl_texture {
|
|
public:
|
|
gl_texture2D(int width, int height, GLint colorMode = GL_RGBA):
|
|
gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
|
|
bind();
|
|
glTexStorage2D(
|
|
textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode,
|
|
width, height
|
|
);
|
|
}
|
|
|
|
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 {
|
|
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();
|
|
}
|
|
|
|
void upload(file_texture* texture) const {
|
|
upload(texture->data(), texture->getChannels() == 4 ? GL_RGBA : GL_RGB);
|
|
}
|
|
|
|
/**
|
|
* 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:
|
|
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();
|
|
// 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);
|
|
}
|
|
|
|
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 {
|
|
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();
|
|
}
|
|
};
|
|
|
|
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;
|
|
|
|
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"));
|
|
texture_array = new gl_texture2D_array(
|
|
texture_size, texture_size, (int) textures.size());
|
|
texture_array->bind();
|
|
for (const auto t : textures) {
|
|
texture_array->upload(
|
|
t->data(), textureIndices[t->getName()].i,
|
|
t->getChannels() == 4 ? GL_RGBA : GL_RGB
|
|
);
|
|
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;
|
|
}
|
|
|
|
texture_index getTexture(const std::string& name) {
|
|
return textureIndices[name].i;
|
|
}
|
|
|
|
unsigned int getTextureID() {
|
|
return texture_array->getTextureID();
|
|
}
|
|
|
|
~palette() {
|
|
for (auto* t : textures)
|
|
delete t;
|
|
delete texture_array;
|
|
};
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
#endif //FINALPROJECT_TEXTURES_H
|