GPUTextures: Work on cubemap support and array textures

This commit is contained in:
Clément Foucault
2017-04-04 14:48:42 +02:00
parent da082a095b
commit fad3fe4ed1
4 changed files with 118 additions and 7 deletions

View File

@@ -126,7 +126,9 @@ struct GPUTexture *DRW_texture_create_1D(
struct GPUTexture *DRW_texture_create_2D(
int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D_array(
int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels);
int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_cube(
int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
void DRW_texture_free(struct GPUTexture *tex);
/* UBOs */
@@ -165,6 +167,7 @@ void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
/* Shaders */
struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_with_lib(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);

View File

@@ -287,12 +287,27 @@ GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWText
return tex;
}
/* TODO make use of format */
GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels)
GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
GPUTextureFormat data_type;
int channels;
tex = GPU_texture_create_2D_array(w, h, d, fpixels, NULL);
drw_texture_get_format(format, &data_type, &channels);
tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
GPUTextureFormat data_type;
int channels;
drw_texture_get_format(format, &data_type, &channels);
tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;

View File

@@ -150,10 +150,13 @@ GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_ou
GPUTexture *GPU_texture_create_2D_custom(
int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256]);
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]);
GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3D_custom(
int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_cube_custom(
int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);

View File

@@ -353,6 +353,78 @@ static GPUTexture *GPU_texture_create_nD(
return tex;
}
static GPUTexture *GPU_texture_cube_create(
int w, int d,
const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz,
const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz,
GPUTextureFormat data_type, int components,
char err_out[256])
{
GLenum format, internalformat, data_format;
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = w;
tex->d = d;
tex->number = -1;
tex->refcount = 1;
tex->fb_attachment = -1;
if (d == 0) {
tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
}
else {
BLI_assert(false && "Cubemap array Not implemented yet");
// tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
}
internalformat = GPU_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil);
/* Generate Texture object */
glGenTextures(1, &tex->bindcode);
if (!tex->bindcode) {
if (err_out)
BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
else
fprintf(stderr, "GPUTexture: texture create failed");
GPU_texture_free(tex);
return NULL;
}
tex->number = 0;
glBindTexture(tex->target, tex->bindcode);
/* Upload Texture */
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_px);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_py);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_pz);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nx);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_ny);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nz);
/* Texture Parameters */
if (tex->depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GPU_texture_unbind(tex);
return tex;
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data, double time, int mipmap)
{
int gputt;
@@ -485,9 +557,9 @@ GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels,
return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
}
GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256])
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])
{
return GPU_texture_create_nD(w, h, d, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
@@ -499,6 +571,24 @@ GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUT
{
return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
}
GPUTexture *GPU_texture_create_cube_custom(int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
{
const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
if (fpixels) {
fpixels_px = fpixels + 0 * w * w;
fpixels_py = fpixels + 1 * w * w;
fpixels_pz = fpixels + 2 * w * w;
fpixels_nx = fpixels + 3 * w * w;
fpixels_ny = fpixels + 4 * w * w;
fpixels_nz = fpixels + 5 * w * w;
}
else {
fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
}
return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz, data_type, channels, err_out);
}
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{