GPUTextures: Work on cubemap support and array textures
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@@ -126,7 +126,9 @@ struct GPUTexture *DRW_texture_create_1D(
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struct GPUTexture *DRW_texture_create_2D(
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int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_2D_array(
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int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels);
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int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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struct GPUTexture *DRW_texture_create_cube(
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int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
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void DRW_texture_free(struct GPUTexture *tex);
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/* UBOs */
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@@ -165,6 +167,7 @@ void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col
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void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
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void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
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void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
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/* Shaders */
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struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines);
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struct GPUShader *DRW_shader_create_with_lib(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
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@@ -287,12 +287,27 @@ GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWText
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return tex;
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}
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/* TODO make use of format */
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GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels)
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GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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tex = GPU_texture_create_2D_array(w, h, d, fpixels, NULL);
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drw_texture_get_format(format, &data_type, &channels);
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tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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}
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GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
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{
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GPUTexture *tex;
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GPUTextureFormat data_type;
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int channels;
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drw_texture_get_format(format, &data_type, &channels);
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tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL);
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drw_texture_set_parameters(tex, flags);
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return tex;
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@@ -150,10 +150,13 @@ GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_ou
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GPUTexture *GPU_texture_create_2D_custom(
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int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_2D_array_custom(
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int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_3D_custom(
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int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_cube_custom(
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int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
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GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]);
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GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
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@@ -353,6 +353,78 @@ static GPUTexture *GPU_texture_create_nD(
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return tex;
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}
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static GPUTexture *GPU_texture_cube_create(
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int w, int d,
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const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz,
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const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz,
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GPUTextureFormat data_type, int components,
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char err_out[256])
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{
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GLenum format, internalformat, data_format;
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GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
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tex->w = w;
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tex->h = w;
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tex->d = d;
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tex->number = -1;
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tex->refcount = 1;
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tex->fb_attachment = -1;
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if (d == 0) {
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tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
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}
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else {
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BLI_assert(false && "Cubemap array Not implemented yet");
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// tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
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}
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internalformat = GPU_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil);
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/* Generate Texture object */
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glGenTextures(1, &tex->bindcode);
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if (!tex->bindcode) {
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if (err_out)
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BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
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else
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fprintf(stderr, "GPUTexture: texture create failed");
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GPU_texture_free(tex);
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return NULL;
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}
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tex->number = 0;
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glBindTexture(tex->target, tex->bindcode);
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/* Upload Texture */
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_px);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_py);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_pz);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nx);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_ny);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nz);
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/* Texture Parameters */
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if (tex->depth) {
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glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
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}
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else {
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glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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GPU_texture_unbind(tex);
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return tex;
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}
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GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data, double time, int mipmap)
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{
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int gputt;
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@@ -485,9 +557,9 @@ GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels,
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return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
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}
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GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256])
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GPUTexture *GPU_texture_create_2D_array_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
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{
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return GPU_texture_create_nD(w, h, d, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
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return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out);
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}
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GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
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@@ -499,6 +571,24 @@ GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUT
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{
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return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
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}
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GPUTexture *GPU_texture_create_cube_custom(int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
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{
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const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
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if (fpixels) {
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fpixels_px = fpixels + 0 * w * w;
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fpixels_py = fpixels + 1 * w * w;
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fpixels_pz = fpixels + 2 * w * w;
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fpixels_nx = fpixels + 3 * w * w;
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fpixels_ny = fpixels + 4 * w * w;
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fpixels_nz = fpixels + 5 * w * w;
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}
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else {
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fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
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}
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return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz, data_type, channels, err_out);
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}
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GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
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{
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