// ============================================================== // This file is part of Glest Shared Library (www.glest.org) // // Copyright (C) 2001-2008 Martio Figueroa // // You can redistribute this code and/or modify it under // the terms of the GNU General Public License as published // by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version // ============================================================== #include "texture_gl.h" #include #include "opengl.h" #include #include #include "conversion.h" #include #include "leak_dumper.h" using namespace std; namespace Shared{ namespace Graphics{ namespace Gl{ using namespace Platform; using namespace Shared::Util; const uint64 MIN_BYTES_TO_COMPRESS = 12; static std::string getSupportCompressedTextureFormatString(int format) { std::string result = intToStr(format) + "[" + intToHex(format) + "]"; switch(format) { case GL_COMPRESSED_ALPHA: result = "GL_COMPRESSED_ALPHA"; break; case GL_COMPRESSED_LUMINANCE: result = "GL_COMPRESSED_LUMINANCE"; break; case GL_COMPRESSED_LUMINANCE_ALPHA: result = "GL_COMPRESSED_LUMINANCE_ALPHA"; break; case GL_COMPRESSED_INTENSITY: result = "GL_COMPRESSED_INTENSITY"; break; case GL_COMPRESSED_RGB: result = "GL_COMPRESSED_RGB"; break; case GL_COMPRESSED_RGBA: result = "GL_COMPRESSED_RGBA"; break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: result = "GL_COMPRESSED_RGB_S3TC_DXT1_EXT"; break; case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: result = "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT"; break; case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: result = "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT"; break; case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: result = "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT"; break; /* case GL_COMPRESSED_SRGB: result = "GL_COMPRESSED_SRGB"; break; case GL_COMPRESSED_SRGB_ALPHA: result = "GL_COMPRESSED_SRGB_ALPHA"; break; case GL_COMPRESSED_SLUMINANCE: result = "GL_COMPRESSED_SLUMINANCE"; break; case GL_COMPRESSED_SLUMINANCE_ALPHA: result = "GL_COMPRESSED_SLUMINANCE_ALPHA"; break; case GL_COMPRESSED_RED: result = "GL_COMPRESSED_RED"; break; case GL_COMPRESSED_RG: result = "GL_COMPRESSED_RG"; break; case GL_COMPRESSED_RED_RGTC1: result = "GL_COMPRESSED_RED_RGTC1"; break; case GL_COMPRESSED_SIGNED_RED_RGTC1: result = "GL_COMPRESSED_SIGNED_RED_RGTC1"; break; case GL_COMPRESSED_RG_RGTC2: result = "GL_COMPRESSED_RG_RGTC2"; break; case GL_COMPRESSED_SIGNED_RG_RGTC2: result = "GL_COMPRESSED_SIGNED_RG_RGTC2"; break; case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB: result = "GL_COMPRESSED_RGBA_BPTC_UNORM_ARB"; break; case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB: result = "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB"; break; case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB: result = "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB"; break; case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB: result = "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB"; break; */ case GL_COMPRESSED_RGB_FXT1_3DFX: result = "GL_COMPRESSED_RGB_FXT1_3DFX"; break; case GL_COMPRESSED_RGBA_FXT1_3DFX: result = "GL_COMPRESSED_RGBA_FXT1_3DFX"; break; /* case GL_COMPRESSED_SRGB_EXT: result = "GL_COMPRESSED_SRGB_EXT"; break; case GL_COMPRESSED_SRGB_ALPHA_EXT: result = "GL_COMPRESSED_SRGB_ALPHA_EXT"; break; case GL_COMPRESSED_SLUMINANCE_EXT: result = "GL_COMPRESSED_SLUMINANCE_EXT"; break; case GL_COMPRESSED_SLUMINANCE_ALPHA_EXT: result = "GL_COMPRESSED_SLUMINANCE_ALPHA_EXT"; break; case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: result = "GL_COMPRESSED_SRGB_S3TC_DXT1_EXT"; break; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: result = "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT"; break; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: result = "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT"; break; case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: result = "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT"; break; case GL_COMPRESSED_LUMINANCE_LATC1_EXT: result = "GL_COMPRESSED_LUMINANCE_LATC1_EXT"; break; case GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT: result = "GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT"; break; case GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT: result = "GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT"; break; case GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT: result = "GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT"; break; case GL_COMPRESSED_RED_RGTC1_EXT: result = "GL_COMPRESSED_RED_RGTC1_EXT"; break; case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT: result = "GL_COMPRESSED_SIGNED_RED_RGTC1_EXT"; break; case GL_COMPRESSED_RED_GREEN_RGTC2_EXT: result = "GL_COMPRESSED_RED_GREEN_RGTC2_EXT"; break; case GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT: result = "GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT"; break; */ /* #define GL_COMPRESSED_SRGB 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA 0x8C49 #define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B #define GL_COMPRESSED_RED 0x8225 #define GL_COMPRESSED_RG 0x8226 #define GL_COMPRESSED_RED_RGTC1 0x8DBB #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC #define GL_COMPRESSED_RG_RGTC2 0x8DBD #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE #define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C #define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D #define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E #define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F #define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 #define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 #define GL_COMPRESSED_SRGB_EXT 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 #define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B #define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F #define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 #define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 #define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 #define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 #define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE */ } return result; } static int getNumCompressedTextureFormats() { int numCompressedTextureFormats = 0; glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCompressedTextureFormats); return numCompressedTextureFormats; } static std::vector getSupportCompressedTextureFormats() { std::vector result; int count = getNumCompressedTextureFormats(); if(count > 0) { int *formats = new int[count]; glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS,&formats[0]); for(int i = 0; i < count; ++i) { result.push_back(formats[i]); } delete [] formats; } if(Texture::useTextureCompression == true) { printf("------------------------------------------------\n"); printf("**** getSupportCompressedTextureFormats() result.size() = %d, count = %d\n",(int)result.size(),count); for(unsigned int i = 0; i < result.size(); ++i) { printf("Texture Compression #i = %d, result[i] = %d [%s]\n",i,result[i],getSupportCompressedTextureFormatString(result[i]).c_str()); } printf("------------------------------------------------\n"); } return result; } GLint toCompressionFormatGl(GLint format) { if(Texture::useTextureCompression == false) { return format; } static std::vector supportedCompressionFormats = getSupportCompressedTextureFormats(); if(supportedCompressionFormats.size() <= 0) { return format; } //GL_COMPRESSED_ALPHA <- white things but tile ok! //GL_COMPRESSED_LUMINANCE <- black tiles //GL_COMPRESSED_LUMINANCE_ALPHA <- black tiles //GL_COMPRESSED_INTENSITY <- black tiles //GL_COMPRESSED_RGB <- black tiles //GL_COMPRESSED_RGBA <- black tiles // With the following extension (GL_EXT_texture_compression_s3tc) //GL_COMPRESSED_RGB_S3TC_DXT1_EXT //GL_COMPRESSED_RGBA_S3TC_DXT1_EXT //GL_COMPRESSED_RGBA_S3TC_DXT3_EXT //GL_COMPRESSED_RGBA_S3TC_DXT5_EXT //#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 //#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 switch(format) { case GL_LUMINANCE: case GL_LUMINANCE8: return GL_COMPRESSED_LUMINANCE; case GL_RGB: case GL_RGB8: if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_RGB_S3TC_DXT1_EXT) != supportedCompressionFormats.end()) { return GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } else if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_RGB) != supportedCompressionFormats.end()) { return GL_COMPRESSED_RGB; } //else if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_SRGB_S3TC_DXT1_EXT) != supportedCompressionFormats.end()) { // return GL_COMPRESSED_SRGB_S3TC_DXT1_EXT; //} else if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_RGB_FXT1_3DFX) != supportedCompressionFormats.end()) { return GL_COMPRESSED_RGB_FXT1_3DFX; } break; case GL_RGBA: case GL_RGBA8: if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_RGBA_S3TC_DXT5_EXT) != supportedCompressionFormats.end()) { return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; } else if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_RGBA) != supportedCompressionFormats.end()) { return GL_COMPRESSED_RGBA; } //else if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT) != supportedCompressionFormats.end()) { // return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; //} //else if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_SRGB_S3TC_DXT1_EXT) != supportedCompressionFormats.end()) { // return GL_COMPRESSED_SRGB_S3TC_DXT1_EXT; //} else if(std::find(supportedCompressionFormats.begin(),supportedCompressionFormats.end(),GL_COMPRESSED_RGBA_FXT1_3DFX) != supportedCompressionFormats.end()) { return GL_COMPRESSED_RGBA_FXT1_3DFX; } break; case GL_ALPHA: case GL_ALPHA8: //return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; //return GL_COMPRESSED_ALPHA_ARB; return GL_COMPRESSED_ALPHA; //return GL_COMPRESSED_RGBA; default: return format; } return format; } GLint toWrapModeGl(Texture::WrapMode wrapMode){ switch(wrapMode){ case Texture::wmClamp: return GL_CLAMP; case Texture::wmRepeat: return GL_REPEAT; case Texture::wmClampToEdge: return GL_CLAMP_TO_EDGE; default: assert(false); return GL_CLAMP; } } GLint toFormatGl(Texture::Format format, int components){ switch(format){ case Texture::fAuto: switch(components){ case 1: return GL_LUMINANCE; case 3: return GL_RGB; case 4: return GL_RGBA; default: std::cerr << "Components = " << (components) << std::endl; assert(false); return GL_RGBA; } break; case Texture::fLuminance: return GL_LUMINANCE; case Texture::fAlpha: return GL_ALPHA; case Texture::fRgb: return GL_RGB; case Texture::fRgba: return GL_RGBA; default: assert(false); return GL_RGB; } } GLint toInternalFormatGl(Texture::Format format, int components){ switch(format){ case Texture::fAuto: switch(components){ case 1: return GL_LUMINANCE8; case 3: return GL_RGB8; case 4: return GL_RGBA8; default: assert(false); return GL_RGBA8; } break; case Texture::fLuminance: return GL_LUMINANCE8; case Texture::fAlpha: return GL_ALPHA8; case Texture::fRgb: return GL_RGB8; case Texture::fRgba: return GL_RGBA8; default: assert(false); return GL_RGB8; } } TextureGl::TextureGl() { handle = 0; renderBufferId = 0; frameBufferId = 0; } void TextureGl::setup_FBO_RBO() { if(getTextureWidth() < 0 || getTextureHeight() < 0) { throw runtime_error("getTextureWidth() < 0 || getTextureHeight() < 0"); } printf("getTextureWidth() = %d, getTextureHeight() = %d\n",getTextureWidth(),getTextureHeight()); // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 GLint width=0; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&width); GLint height=0; glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&height); printf("width = %d, height = %d\n",width,height); //RGBA8 2D texture, 24 bit depth texture, 256x256 //glGenTextures(1, &color_tex); //glBindTexture(GL_TEXTURE_2D, color_tex); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //NULL means reserve texture memory, but texels are undefined //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); //------------------------- glGenFramebuffersEXT(1, &frameBufferId); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferId); //Attach 2D texture to this FBO glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, handle, 0); //------------------------- glGenRenderbuffersEXT(1, &renderBufferId); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderBufferId); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, getTextureWidth(), getTextureHeight()); //------------------------- //Attach depth buffer to FBO glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderBufferId); //------------------------- //Does the GPU support current FBO configuration? GLenum status; status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE_EXT: printf("FBO attachment OK!\n"); break; default: printf("FBO attachment BAD!\n"); break; } //------------------------- //and now you can render to GL_TEXTURE_2D glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferId); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #endif } void TextureGl::teardown_FBO_RBO() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 //---------------- //Bind 0, which means render to back buffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); //And in the end, cleanup //Delete resources //glDeleteTextures(1, &handle); glDeleteRenderbuffersEXT(1, &frameBufferId); //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glDeleteFramebuffersEXT(1, &frameBufferId); #endif } void TextureGl::initRenderBuffer() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 // create a renderbuffer object to store depth info glGenRenderbuffersEXT(1, &renderBufferId); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderBufferId); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,getTextureWidth(), getTextureHeight()); //glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); #endif } void TextureGl::initFrameBuffer() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 // create a framebuffer object glGenFramebuffersEXT(1, &frameBufferId); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferId); #endif } void TextureGl::attachRenderBuffer() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 // attach the renderbuffer to depth attachment point glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT, renderBufferId); #endif } void TextureGl::attachFrameBufferToTexture() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 // attach the texture to FBO color attachment point glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D, handle, 0); #endif } bool TextureGl::checkFrameBufferStatus() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 // check FBO status // Does the GPU support current FBO configuration? GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(status != GL_FRAMEBUFFER_COMPLETE_EXT) { printf("checkFrameBufferStatus() status = %d [%X]\n",status,status); return false; } return true; #else return false; #endif } void TextureGl::dettachFrameBufferFromTexture() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 // switch back to window-system-provided framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); #endif } TextureGl::~TextureGl() { // Need some work to get extensions properly working in Windows (use Glew lib) #ifndef WIN32 if(renderBufferId != 0) { glDeleteRenderbuffersEXT(1, &renderBufferId); renderBufferId = 0; } if(frameBufferId != 0) { glDeleteFramebuffersEXT(1, &frameBufferId); frameBufferId = 0; } //glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); #endif } // ===================================================== // class Texture1DGl // ===================================================== Texture1DGl::Texture1DGl() {} Texture1DGl::~Texture1DGl() { end(); } void Texture1DGl::init(Filter filter, int maxAnisotropy) { assertGl(); if(inited == false) { //params GLint wrap= toWrapModeGl(wrapMode); GLint glFormat= toFormatGl(format, pixmap.getComponents()); GLint glInternalFormat= toInternalFormatGl(format, pixmap.getComponents()); GLint glCompressionFormat = toCompressionFormatGl(glInternalFormat); if(forceCompressionDisabled == true || (pixmap.getPixelByteCount() > 0 && pixmap.getPixelByteCount() <= MIN_BYTES_TO_COMPRESS)) { glCompressionFormat = glInternalFormat; } //pixel init var const uint8* pixels= pixmapInit? pixmap.getPixels(): NULL; //gen texture glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_1D, handle); //wrap params glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, wrap); //maxAnisotropy if(isGlExtensionSupported("GL_EXT_texture_filter_anisotropic")){ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy); } if(mipmap) { GLuint glFilter= filter==fTrilinear? GL_LINEAR_MIPMAP_LINEAR: GL_LINEAR_MIPMAP_NEAREST; //build mipmaps glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, glFilter); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int error= gluBuild1DMipmaps( GL_TEXTURE_1D, glCompressionFormat, pixmap.getW(), glFormat, GL_UNSIGNED_BYTE, pixels); if(error != 0) { //throw runtime_error("Error building texture 1D mipmaps"); char szBuf[1024]=""; sprintf(szBuf,"Error building texture 1D mipmaps, returned: %d [%s] w = %d, glCompressionFormat = %d",error,pixmap.getPath().c_str(),pixmap.getW(),glCompressionFormat); throw runtime_error(szBuf); } } else { //build single texture glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage1D( GL_TEXTURE_1D, 0, glCompressionFormat, pixmap.getW(), 0, glFormat, GL_UNSIGNED_BYTE, pixels); GLint error= glGetError(); if(error!=GL_NO_ERROR){ //throw runtime_error("Error creating texture 1D"); char szBuf[1024]=""; sprintf(szBuf,"Error creating texture 1D, returned: %d (%X) [%s] w = %d, glCompressionFormat = %d",error,error,pixmap.getPath().c_str(),pixmap.getW(),glCompressionFormat); throw runtime_error(szBuf); } } inited= true; OutputTextureDebugInfo(format, pixmap.getComponents(),getPath(),pixmap.getPixelByteCount(),GL_TEXTURE_1D); } assertGl(); } void Texture1DGl::end(bool deletePixelBuffer) { if(inited == true) { assertGl(); glDeleteTextures(1, &handle); assertGl(); handle=0; inited=false; if(deletePixelBuffer == true) { deletePixels(); } } } // ===================================================== // class Texture2DGl // ===================================================== Texture2DGl::Texture2DGl() {} Texture2DGl::~Texture2DGl() { end(); } void Texture2DGl::init(Filter filter, int maxAnisotropy) { assertGl(); if(inited == false) { //params GLint wrap= toWrapModeGl(wrapMode); GLint glFormat= toFormatGl(format, pixmap.getComponents()); GLint glInternalFormat= toInternalFormatGl(format, pixmap.getComponents()); GLint glCompressionFormat = toCompressionFormatGl(glInternalFormat); if(forceCompressionDisabled == true || (pixmap.getPixelByteCount() > 0 && pixmap.getPixelByteCount() <= MIN_BYTES_TO_COMPRESS)) { glCompressionFormat = glInternalFormat; } //pixel init var const uint8* pixels= pixmapInit? pixmap.getPixels(): NULL; //gen texture glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_2D, handle); //wrap params glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); //maxAnisotropy if(isGlExtensionSupported("GL_EXT_texture_filter_anisotropic")) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy); } if(mipmap) { GLuint glFilter= filter==fTrilinear? GL_LINEAR_MIPMAP_LINEAR: GL_LINEAR_MIPMAP_NEAREST; //build mipmaps glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glFilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int error= gluBuild2DMipmaps( GL_TEXTURE_2D, glCompressionFormat, pixmap.getW(), pixmap.getH(), glFormat, GL_UNSIGNED_BYTE, pixels); if(error != 0) { //throw runtime_error("Error building texture 2D mipmaps"); char szBuf[1024]=""; sprintf(szBuf,"Error building texture 2D mipmaps, returned: %d [%s] w = %d, h = %d, glCompressionFormat = %d",error,(pixmap.getPath() != "" ? pixmap.getPath().c_str() : this->path.c_str()),pixmap.getW(),pixmap.getH(),glCompressionFormat); throw runtime_error(szBuf); } } else { //build single texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, glCompressionFormat,pixmap.getW(), pixmap.getH(),0, glFormat, GL_UNSIGNED_BYTE, pixels); GLint error= glGetError(); //throw runtime_error("TEST!"); if(error != GL_NO_ERROR) { char szBuf[1024]=""; sprintf(szBuf,"Error creating texture 2D, returned: %d (%X) [%s] w = %d, h = %d, glInternalFormat = %d, glFormat = %d, glCompressionFormat = %d",error,error,pixmap.getPath().c_str(),pixmap.getW(),pixmap.getH(),glInternalFormat,glFormat,glCompressionFormat); throw runtime_error(szBuf); } } inited= true; OutputTextureDebugInfo(format, pixmap.getComponents(),getPath(),pixmap.getPixelByteCount(),GL_TEXTURE_2D); } assertGl(); } void Texture2DGl::end(bool deletePixelBuffer) { if(inited == true) { //printf("==> Deleting GL Texture [%s] handle = %d\n",getPath().c_str(),handle); assertGl(); glDeleteTextures(1, &handle); assertGl(); handle=0; inited=false; if(deletePixelBuffer == true) { deletePixels(); } } } // ===================================================== // class Texture3DGl // ===================================================== Texture3DGl::Texture3DGl() {} Texture3DGl::~Texture3DGl() { end(); } void Texture3DGl::init(Filter filter, int maxAnisotropy) { assertGl(); if(inited == false) { //params GLint wrap= toWrapModeGl(wrapMode); GLint glFormat= toFormatGl(format, pixmap.getComponents()); GLint glInternalFormat= toInternalFormatGl(format, pixmap.getComponents()); GLint glCompressionFormat = toCompressionFormatGl(glInternalFormat); if(forceCompressionDisabled == true || (pixmap.getPixelByteCount() > 0 && pixmap.getPixelByteCount() <= MIN_BYTES_TO_COMPRESS)) { glCompressionFormat = glInternalFormat; } if(glCompressionFormat == GL_COMPRESSED_RGBA_FXT1_3DFX) { glCompressionFormat = glInternalFormat; } //pixel init var const uint8* pixels= pixmapInit? pixmap.getPixels(): NULL; //gen texture glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_3D, handle); //wrap params glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, wrap); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, wrap); //build single texture glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage3D( GL_TEXTURE_3D, 0, glCompressionFormat, pixmap.getW(), pixmap.getH(), pixmap.getD(), 0, glFormat, GL_UNSIGNED_BYTE, pixels); GLint error= glGetError(); if(error != GL_NO_ERROR) { //throw runtime_error("Error creating texture 3D"); char szBuf[1024]=""; sprintf(szBuf,"Error creating texture 3D, returned: %d (%X) [%s] w = %d, h = %d, d = %d, glCompressionFormat = %d",error,error,pixmap.getPath().c_str(),pixmap.getW(),pixmap.getH(),pixmap.getD(),glCompressionFormat); throw runtime_error(szBuf); } inited= true; OutputTextureDebugInfo(format, pixmap.getComponents(),getPath(),pixmap.getPixelByteCount(),GL_TEXTURE_3D); } assertGl(); } void Texture3DGl::end(bool deletePixelBuffer) { if(inited == true) { assertGl(); glDeleteTextures(1, &handle); assertGl(); handle=0; inited=false; if(deletePixelBuffer == true) { deletePixels(); } } } // ===================================================== // class TextureCubeGl // ===================================================== TextureCubeGl::TextureCubeGl() {} TextureCubeGl::~TextureCubeGl() { end(); } void TextureCubeGl::init(Filter filter, int maxAnisotropy) { assertGl(); if(inited == false) { //gen texture glGenTextures(1, &handle); glBindTexture(GL_TEXTURE_CUBE_MAP, handle); //wrap GLint wrap= toWrapModeGl(wrapMode); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, wrap); //filter if(mipmap) { GLuint glFilter= filter==fTrilinear? GL_LINEAR_MIPMAP_LINEAR: GL_LINEAR_MIPMAP_NEAREST; glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, glFilter); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } for(int i = 0; i < 6; ++i) { //params const Pixmap2D *currentPixmap= pixmap.getFace(i); GLint glFormat= toFormatGl(format, currentPixmap->getComponents()); GLint glInternalFormat= toInternalFormatGl(format, currentPixmap->getComponents()); GLint glCompressionFormat = toCompressionFormatGl(glInternalFormat); if(forceCompressionDisabled == true || (currentPixmap->getPixelByteCount() > 0 && currentPixmap->getPixelByteCount() <= MIN_BYTES_TO_COMPRESS)) { glCompressionFormat = glInternalFormat; } //pixel init var const uint8* pixels= pixmapInit? currentPixmap->getPixels(): NULL; GLenum target= GL_TEXTURE_CUBE_MAP_POSITIVE_X + i; if(mipmap) { int error= gluBuild2DMipmaps( target, glCompressionFormat, currentPixmap->getW(), currentPixmap->getH(), glFormat, GL_UNSIGNED_BYTE, pixels); if(error != 0) { //throw runtime_error("Error building texture cube mipmaps"); char szBuf[1024]=""; sprintf(szBuf,"Error building texture cube mipmaps, returned: %d [%s] w = %d, h = %d, glCompressionFormat = %d",error,currentPixmap->getPath().c_str(),currentPixmap->getW(),currentPixmap->getH(),glCompressionFormat); throw runtime_error(szBuf); } } else { glTexImage2D( target, 0, glCompressionFormat, currentPixmap->getW(), currentPixmap->getH(), 0, glFormat, GL_UNSIGNED_BYTE, pixels); } int error = glGetError(); if(error != GL_NO_ERROR) { //throw runtime_error("Error creating texture cube"); char szBuf[1024]=""; sprintf(szBuf,"Error creating texture cube, returned: %d (%X) [%s] w = %d, h = %d, glCompressionFormat = %d",error,error,currentPixmap->getPath().c_str(),currentPixmap->getW(),currentPixmap->getH(),glCompressionFormat); throw runtime_error(szBuf); } OutputTextureDebugInfo(format, currentPixmap->getComponents(),getPath(),currentPixmap->getPixelByteCount(),target); } inited= true; } assertGl(); } void TextureCubeGl::end(bool deletePixelBuffer) { if(inited == true) { assertGl(); glDeleteTextures(1, &handle); assertGl(); handle=0; inited=false; if(deletePixelBuffer == true) { deletePixels(); } } } void TextureGl::OutputTextureDebugInfo(Texture::Format format, int components,const string path,uint64 rawSize,GLenum texType) { if(Texture::useTextureCompression == true) { GLint glFormat= toFormatGl(format, components); printf("**** Texture filename: [%s] format = %d components = %d, glFormat = %d, rawSize = %llu\n",path.c_str(),format,components,glFormat,(long long unsigned int)rawSize); GLint compressed=0; glGetTexLevelParameteriv(texType, 0, GL_TEXTURE_COMPRESSED, &compressed); int error = glGetError(); printf("**** Texture compressed status: %d, error [%d] (%X)\n",compressed,error,error); bool isCompressed = (compressed == 1); compressed=0; glGetTexLevelParameteriv(texType, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &compressed); error = glGetError(); double percent = 0; if(isCompressed == true) { percent = ((double)compressed / (double)rawSize) * (double)100.0; } printf("**** Texture image size in video RAM: %d [%.2f%%], error [%d] (%X)\n",compressed,percent,error,error); compressed=0; glGetTexLevelParameteriv(texType, 0, GL_TEXTURE_INTERNAL_FORMAT, &compressed); error = glGetError(); printf("**** Texture image compression format used: %d, error [%d] (%X)\n",compressed,error,error); } } }}}//end namespace