- Moved OpenGL library wrapper into platform
- Finished reorganizing PLANNING.md
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// =====================================================================================================================
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// fennec, a free and open source game engine
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// Copyright © 2025 Medusa Slockbower
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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 FENNEC_RENDERERS_OPENGL_LIB_TEXTURE_H
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#define FENNEC_RENDERERS_OPENGL_LIB_TEXTURE_H
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/* Because our implementation targets minimum OpenGL ES 3.2,
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* we are guaranteed to have the following relevant extensions (Starting from OpenGL ES 3.0):
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*
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* OES_texture_compression_astc
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* EXT_texture_border_clamp
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* OES_EGL_image_external_essl3
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* ARB_shader_image_load_store
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* ARB_stencil_texturing
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* ARG_shader_image_size
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* ARB_texture_multisample
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* ARB_texture_storage_multisample
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* ARB_sample_locations
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* OES_texture_view
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* NV_image_formats
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* EXT_render_snorm
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* EXT_render_norm16
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* EXT_color_buffer_float
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* OES_copy_image
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* OES_shader_image_atomic
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* OES_texture_border_clamp
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* OES_texture_buffer
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* OES_texture_cube_map_array
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* OES_texture_stencil8
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* OES_texture_storage_multisample_2d_array
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*/
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#include <fennec/math/common.h>
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#include <fennec/renderers/opengl/lib/fwd.h>
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#include <fennec/renderers/opengl/lib/enum.h>
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namespace fennec
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{
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namespace gl
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{
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template<GLint FormatV, GLboolean ImmutableV> using texture1d = texture<TEX_1D, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using texture1dv = texture<TEX_1D_V, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using texture2d = texture<TEX_2D, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using texture2dv = texture<TEX_2D_V, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using texture_rect = texture<TEX_RECT, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using texture2d_ms = texture<TEX_2D_MS, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using texture2dv_ms = texture<TEX_2D_MS_V, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using cubemap = texture<TEX_CUBEMAP, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using cubemapv = texture<TEX_CUBEMAP_V, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using texture3d = texture<TEX_3D, FormatV, ImmutableV>;
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template<GLint FormatV, GLboolean ImmutableV> using buffer_texture = texture<TEX_BUFFER, FormatV, ImmutableV>;
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///
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/// \brief Wrapper for OpenGL Texture Objects
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/// \tparam TypeV The type of the texture
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/// \tparam FormatV The internal format of the texels
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/// \tparam ImmutableV Whether the texture is immutable, i.e. cannot be resized after creation
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///
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/// \details Immutable textures require EXT_texture_storage or ARB_texture_storage
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/// Immutable multisample textures require ARB_texture_storage_multisample of OES_texture_storage_multisample_2d_array
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template<GLenum TypeV, GLint FormatV, GLboolean ImmutableV>
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class texture {
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// Constants ===========================================================================================================
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public:
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static constexpr GLenum type = TypeV;
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static constexpr GLint format = FormatV;
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static constexpr GLboolean immutable = ImmutableV;
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static constexpr GLboolean is_rect = type == TEX_RECT;
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static constexpr GLboolean is_buffered = type == TEX_BUFFER;
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static constexpr GLboolean sampled = type == TEX_2D_MS or type == TEX_2D_MS_V;
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static constexpr GLboolean cubemap = type == TEX_CUBEMAP or type == TEX_CUBEMAP_V;
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static constexpr GLboolean is_1d = type == TEX_1D or type == TEX_1D_V;
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static constexpr GLboolean is_2d = sampled or is_rect or type == TEX_2D or type == TEX_2D_V or cubemap;
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static constexpr GLboolean is_array = TypeV == TEX_1D_V or TypeV == TEX_2D_V or type == TEX_2D_MS_V or type == TEX_CUBEMAP_V;
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static constexpr GLboolean is_3d = TypeV == TEX_3D;
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static constexpr GLboolean has_mipmaps = not(sampled or is_rect or is_buffered);
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static constexpr GLboolean use_1d = is_1d and not is_array;
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static constexpr GLboolean use_2d = (is_2d and not is_array) or (is_1d and is_array) and not sampled;
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static constexpr GLboolean use_3d = is_3d or (is_2d and is_array) and not sampled and not cubemap;
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static constexpr GLint cubemap_faces = 6;
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static constexpr GLenum base_cubemap_face = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
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static constexpr GLboolean compressed = type == RGB_DXT1 or type == RGBA_DXT1 or type == RGBA_DXT3 or type == RGBA_DXT5
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or type == SRGB_DXT1 or type == SRGBA_DXT1 or type == SRGBA_DXT3 or type == SRGBA_DXT5;
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// Constructors ========================================================================================================
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///
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/// \brief 1D Texture Constructor
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/// \param width The width of the texture
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/// \param mips The number of mipmap levels
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/// \param data A pointer to a buffer containing pixel values, used as an offset if a PIXEL_UNPACK_BUFFER is bound.
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/// \param component The type of each component
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/// \param layout The layout of components in each pixel
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texture(GLsizei width, GLint mips,
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void* data = nullptr, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires use_1d
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: _handle(NULL)
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, _width(width), _height(1), _depth(1)
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, _samples(1), _mips(mips) {
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glGenTextures(1, &_handle);
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start();
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if constexpr(immutable) {
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glTexStorage1D(type, _mips, format, _width);
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glTexSubImage1D(type, 0, 0, _width, layout, component, data);
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} else if constexpr(compressed) {
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glCompressedTexImage1D(type, 0, format, _width, 0, size, data);
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} else {
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glTexImage1D(type, 0, format, _width, 0, layout, component, data);
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}
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genmips();
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}
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///
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/// \brief 2D Texture Constructor
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/// \param width The width of the texture
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/// \param height The height of the texture, or number of layers for arrays
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/// \param mips The number of mipmap levels
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/// \param data A pointer to a buffer containing pixel values, used as an offset if a PIXEL_UNPACK_BUFFER is bound.
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/// \param component The type of each component
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/// \param layout The layout of components in each pixel
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texture(GLsizei width, GLsizei height, GLint mips,
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void* data = nullptr, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires use_2d and not cubemap
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: _handle(NULL)
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, _width(width), _height(height), _depth(1)
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, _samples(1), _mips(mips) {
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glGenTextures(1, &_handle);
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start();
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if constexpr(immutable) {
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glTexStorage2D(type, _mips, format, _width, _height);
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glTexSubImage2D(type, 0, 0, 0, _width, _height, layout, component, data);
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} else if constexpr(compressed) {
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glCompressedTexImage2D(type, 0, format, _width, _height, 0, size, data);
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} else {
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glTexImage2D(type, 0, format, _width, _height, 0, layout, component, data);
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}
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}
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///
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/// \brief 2D Texture Constructor
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/// \param width The width of the texture
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/// \param height The height of the texture
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/// \param depth The depth of the texture, or number of layers for arrays
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/// \param mips The number of mipmap levels
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/// \param data A pointer to a buffer containing pixel values, used as an offset if a PIXEL_UNPACK_BUFFER is bound.
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/// \param component The type of each component
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/// \param layout The layout of components in each pixel
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texture(GLsizei width, GLsizei height, GLsizei depth, GLsizei mips,
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void* data = nullptr, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires use_3d and not cubemap
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: _handle(NULL)
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, _width(width), _height(height), _depth(depth)
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, _samples(1), _mips(mips) {
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glGenTextures(1, &_handle);
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start();
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if constexpr(immutable) {
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glTexStorage3D(type, _mips, format, _width, _height, _depth);
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glTexSubImage3D(type, 0, 0, 0, 0, _width, _height, _depth, layout, component, data);
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} else if constexpr(compressed) {
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glCompressedTexImage3D(type, 0, format, _width, _height, _depth, 0, size, data);
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} else {
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glTexImage3D(type, 0, format, _width, _height, _depth, 0, layout, component, data);
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}
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}
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///
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/// \brief 2D Multisample Texture Constructor
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/// \param width The width of the texture
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/// \param height The height of the texture
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/// \param samples The number of samples per pixel
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/// \param fixed When true, a fixed set of sample locations is used
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texture(GLsizei width, GLsizei height, GLsizei samples, GLboolean fixed = true) requires sampled and not is_array
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: _handle(NULL)
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, _width(width), _height(height), _depth(1)
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, _samples(samples), _mips(0) {
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glGenTextures(1, &_handle);
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start();
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if constexpr(immutable) {
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glTexStorage2DMultisample(type, _samples, format, _width, _height, fixed);
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} else {
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glTexImage2DMultisample(type, _samples, format, _width, _height, fixed);
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}
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}
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///
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/// \brief 2D Multisample Array Texture Constructor
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/// \param width The width of the texture
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/// \param height The height of the texture
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/// \param depth The number of layers in the array
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/// \param samples The number of samples per pixel
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/// \param fixed When true, a fixed set of sample locations is used
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texture(GLsizei width, GLsizei height, GLsizei depth, GLsizei samples, GLboolean fixed = true) requires sampled and is_array
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: _handle(NULL)
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, _width(width), _height(height), _depth(depth)
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, _samples(samples), _mips(0) {
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glGenTextures(1, &_handle);
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start();
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if constexpr(immutable) {
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glTexStorage3DMultisample(type, _samples, format, _width, _height, _depth, fixed);
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} else {
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glTexImage3DMultisample(type, _samples, format, _width, _height, _depth, fixed);
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}
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}
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///
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/// \brief Cubemap Constructor
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/// \param size The size of each face texture
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/// \param mips The number of mipmap layers
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/// \param faces An array of pointers to textures containing pixel data for each face
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/// \param component The component type of the data
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/// \param layout The layout of the components in the pixel
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texture(GLsizei size, GLsizei mips,
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const void* faces[6], GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires is_2d and cubemap
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: _handle(NULL)
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, _width(size), _height(size), _depth(1)
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, _samples(1), _mips(mips) {
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glGenTextures(1, &_handle);
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start();
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if constexpr(immutable) {
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glTexStorage2D(type, _mips, format, _width, _height);
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for (int i = 0; i < cubemap_faces; ++i) {
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glTexSubImage2D(base_cubemap_face + i, 0, 0, 0, _width, _height, layout, component, faces[i]);
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}
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} else if constexpr(compressed) {
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} else {
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for (int i = 0; i < cubemap_faces; ++i) {
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glTexImage2D(base_cubemap_face + i, 0, format, _width, _height, 0, layout, component, faces[i]);
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}
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}
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}
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///
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/// \brief Cubemap Array Constructor
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/// \param size The size of each face texture
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/// \param depth The number of layers in the array
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/// \param mips The number of mipmap layers
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/// \param data A pointer to a buffer containing image data
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/// \param component The component type of the data
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/// \param layout The layout of the components in the pixel
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///
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/// \details Requires OES_texture_cube_map_array
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texture(GLsizei size, GLsizei depth, GLsizei mips,
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const void* data, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires is_2d and cubemap
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: _handle(NULL)
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, _width(size), _height(size), _depth(depth)
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, _samples(1), _mips(mips) {
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glGenTextures(1, &_handle);
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start();
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if constexpr(immutable) {
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glTexStorage3D(type, _mips, format, _width, _height, _depth * 6);
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glTexSubImage3D(type, 0, 0, 0, 0, _width, _height, _depth * 6, layout, component, data);
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} else if constexpr(compressed) {
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} else {
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glTexImage3D(type, 0, format, _width, _height, _depth * 6, 0, layout, component, data);
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}
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}
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// Basic Functions =====================================================================================================
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void start() {
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glBindTexture(type, _handle);
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}
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void end() {
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glBindTexture(type, NULL);
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}
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void bind(GLint i) {
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glActiveTexture(GL_TEXTURE0 + i);
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start();
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}
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void genmips() {
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glGenerateMipmap(type);
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}
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private:
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GLuint _handle;
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GLsizei _width;
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GLsizei _height;
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GLsizei _depth;
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GLsizei _samples;
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GLint _mips;
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};
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}
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}
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#endif // FENNEC_RENDERERS_OPENGL_LIB_TEXTURE_H
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