0ad/source/renderer/backend/gl/Texture.cpp

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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it 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.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Texture.h"
#include "lib/config2.h"
#include "renderer/backend/gl/Device.h"
namespace Renderer
{
namespace Backend
{
namespace GL
{
namespace
{
GLint CalculateMinFilter(const Sampler::Desc& defaultSamplerDesc, const uint32_t mipCount)
{
if (mipCount == 1)
return defaultSamplerDesc.minFilter == Sampler::Filter::LINEAR ? GL_LINEAR : GL_NEAREST;
if (defaultSamplerDesc.minFilter == Sampler::Filter::LINEAR)
return defaultSamplerDesc.mipFilter == Sampler::Filter::LINEAR ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR_MIPMAP_NEAREST;
return defaultSamplerDesc.mipFilter == Sampler::Filter::LINEAR ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_NEAREST;
}
GLint AddressModeToGLEnum(Sampler::AddressMode addressMode)
{
switch (addressMode)
{
case Sampler::AddressMode::REPEAT: return GL_REPEAT;
case Sampler::AddressMode::MIRRORED_REPEAT: return GL_MIRRORED_REPEAT;
case Sampler::AddressMode::CLAMP_TO_EDGE: return GL_CLAMP_TO_EDGE;
case Sampler::AddressMode::CLAMP_TO_BORDER: return GL_CLAMP_TO_BORDER;
}
return GL_REPEAT;
}
} // anonymous namespace
// static
std::unique_ptr<CTexture> CTexture::Create2D(const Format format,
const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t mipCount)
{
std::unique_ptr<CTexture> texture(new CTexture());
ENSURE(format != Format::UNDEFINED);
ENSURE(width > 0 && height > 0 && mipCount > 0);
texture->m_Format = format;
texture->m_Width = width;
texture->m_Height = height;
texture->m_MipCount = mipCount;
glGenTextures(1, &texture->m_Handle);
glActiveTextureARB(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->m_Handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, CalculateMinFilter(defaultSamplerDesc, mipCount));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, defaultSamplerDesc.magFilter == Sampler::Filter::LINEAR ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, AddressModeToGLEnum(defaultSamplerDesc.addressModeU));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, AddressModeToGLEnum(defaultSamplerDesc.addressModeV));
#if !CONFIG2_GLES
if (defaultSamplerDesc.mipLODBias != 0.0f)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, defaultSamplerDesc.mipLODBias);
#endif
if (defaultSamplerDesc.anisotropyEnabled)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, defaultSamplerDesc.maxAnisotropy);
if (defaultSamplerDesc.addressModeU == Sampler::AddressMode::CLAMP_TO_BORDER ||
defaultSamplerDesc.addressModeV == Sampler::AddressMode::CLAMP_TO_BORDER ||
defaultSamplerDesc.addressModeW == Sampler::AddressMode::CLAMP_TO_BORDER)
{
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, defaultSamplerDesc.borderColor.AsFloatArray());
}
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}
CTexture::CTexture() = default;
CTexture::~CTexture()
{
if (m_Handle)
glDeleteTextures(1, &m_Handle);
}
} // namespace GL
} // namespace Backend
} // namespace Renderer