/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #include "BsGLPixelBuffer.h" #include "BsGLTexture.h" #include "BsGLSupport.h" #include "BsGLPixelFormat.h" #include "BsException.h" #include "BsBitwise.h" #include "BsGLRenderTexture.h" namespace BansheeEngine { GLPixelBuffer::GLPixelBuffer(UINT32 inWidth, UINT32 inHeight, UINT32 inDepth, PixelFormat inFormat, GpuBufferUsage usage): PixelBuffer(inWidth, inHeight, inDepth, inFormat, usage, false), mBuffer(inWidth, inHeight, inDepth, inFormat), mGLInternalFormat(GL_NONE) { mCurrentLockOptions = (GpuLockOptions)0; } GLPixelBuffer::~GLPixelBuffer() { // Force free buffer mBuffer.freeInternalBuffer(); } void GLPixelBuffer::allocateBuffer() { if(mBuffer.getData()) // Already allocated return; mBuffer.allocateInternalBuffer(); // TODO: use PBO if we're HBU_DYNAMIC } void GLPixelBuffer::freeBuffer() { // Free buffer if we're STATIC to save memory if(mUsage & GBU_STATIC) { mBuffer.freeInternalBuffer(); } } PixelData GLPixelBuffer::lockImpl(PixelVolume lockBox, GpuLockOptions options) { allocateBuffer(); if(options != GBL_WRITE_ONLY_DISCARD) { // Download the old contents of the texture download(mBuffer); } mCurrentLockOptions = options; mLockedBox = lockBox; return mBuffer.getSubVolume(lockBox); } void GLPixelBuffer::unlockImpl(void) { if (mCurrentLockOptions != GBL_READ_ONLY) { // From buffer to card, only upload if was locked for writing upload(mCurrentLock, mLockedBox); } freeBuffer(); } void GLPixelBuffer::upload(const PixelData &data, const PixelVolume &dest) { BS_EXCEPT(RenderingAPIException, "Upload not possible for this pixelbuffer type"); } void GLPixelBuffer::download(const PixelData &data) { BS_EXCEPT(RenderingAPIException, "Download not possible for this pixelbuffer type"); } void GLPixelBuffer::blitFromTexture(GLTextureBuffer *src) { blitFromTexture(src, PixelVolume(0,0,0,src->getWidth(),src->getHeight(),src->getDepth()), PixelVolume(0,0,0,mWidth,mHeight,mDepth) ); } void GLPixelBuffer::blitFromTexture(GLTextureBuffer *src, const PixelVolume &srcBox, const PixelVolume &dstBox) { BS_EXCEPT(RenderingAPIException, "BlitFromTexture not possible for this pixelbuffer type"); } void GLPixelBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset) { BS_EXCEPT(RenderingAPIException, "Framebuffer bind not possible for this pixelbuffer type"); } GLTextureBuffer::GLTextureBuffer(const String &baseName, GLenum target, GLuint id, GLint face, GLint level, GpuBufferUsage usage, bool crappyCard, bool writeGamma, UINT32 multisampleCount): GLPixelBuffer(0, 0, 0, PF_UNKNOWN, usage), mTarget(target), mFaceTarget(0), mTextureID(id), mFace(face), mLevel(level), mSoftwareMipmap(crappyCard) { // devise mWidth, mHeight and mDepth and mFormat GLint value = 0; glBindTexture( mTarget, mTextureID ); // Get face identifier mFaceTarget = mTarget; if(mTarget == GL_TEXTURE_CUBE_MAP) mFaceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face; // Get width glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_WIDTH, &value); mWidth = value; // Get height if(target == GL_TEXTURE_1D) value = 1; // Height always 1 for 1D textures else glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_HEIGHT, &value); mHeight = value; // Get depth if(target != GL_TEXTURE_3D) value = 1; // Depth always 1 for non-3D textures else glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_DEPTH, &value); mDepth = value; // Get format glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_INTERNAL_FORMAT, &value); mGLInternalFormat = value; mFormat = GLPixelUtil::getClosestEngineFormat(value); // Default mRowPitch = mWidth; mSlicePitch = mHeight*mWidth; mSizeInBytes = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat); // Set up pixel box mBuffer = PixelData(mWidth, mHeight, mDepth, mFormat); if(mWidth==0 || mHeight==0 || mDepth==0) /// We are invalid, do not allocate a buffer return; } GLTextureBuffer::~GLTextureBuffer() { } void GLTextureBuffer::upload(const PixelData &data, const PixelVolume &dest) { if((mUsage & TU_RENDERTARGET) != 0) BS_EXCEPT(NotImplementedException, "Writing to render texture from CPU not supported."); glBindTexture( mTarget, mTextureID ); if(PixelUtil::isCompressed(data.getFormat())) { if(data.getFormat() != mFormat || !data.isConsecutive()) BS_EXCEPT(InvalidParametersException, "Compressed images must be consecutive, in the source format"); GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat); // Data must be consecutive and at beginning of buffer as PixelStorei not allowed // for compressed formats switch(mTarget) { case GL_TEXTURE_1D: // some systems (e.g. old Apple) don't like compressed subimage calls // so prefer non-sub versions if (dest.left == 0) { glCompressedTexImage1D(GL_TEXTURE_1D, mLevel, format, dest.getWidth(), 0, data.getConsecutiveSize(), data.getData()); } else { glCompressedTexSubImage1D(GL_TEXTURE_1D, mLevel, dest.left, dest.getWidth(), format, data.getConsecutiveSize(), data.getData()); } break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: // some systems (e.g. old Apple) don't like compressed subimage calls // so prefer non-sub versions if (dest.left == 0 && dest.top == 0) { glCompressedTexImage2D(mFaceTarget, mLevel, format, dest.getWidth(), dest.getHeight(), 0, data.getConsecutiveSize(), data.getData()); } else { glCompressedTexSubImage2D(mFaceTarget, mLevel, dest.left, dest.top, dest.getWidth(), dest.getHeight(), format, data.getConsecutiveSize(), data.getData()); } break; case GL_TEXTURE_3D: // some systems (e.g. old Apple) don't like compressed subimage calls // so prefer non-sub versions if (dest.left == 0 && dest.top == 0 && dest.front == 0) { glCompressedTexImage3D(GL_TEXTURE_3D, mLevel, format, dest.getWidth(), dest.getHeight(), dest.getDepth(), 0, data.getConsecutiveSize(), data.getData()); } else { glCompressedTexSubImage3D(GL_TEXTURE_3D, mLevel, dest.left, dest.top, dest.front, dest.getWidth(), dest.getHeight(), dest.getDepth(), format, data.getConsecutiveSize(), data.getData()); } break; } } else { if(data.getWidth() != data.getRowPitch()) glPixelStorei(GL_UNPACK_ROW_LENGTH, data.getRowPitch()); if(data.getHeight()*data.getWidth() != data.getSlicePitch()) glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth())); if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0) glPixelStorei(GL_UNPACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront()); if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3) { // Standard alignment of 4 is not right glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } switch(mTarget) { case GL_TEXTURE_1D: glTexSubImage1D(GL_TEXTURE_1D, mLevel, dest.left, dest.getWidth(), GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()), data.getData()); break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: glTexSubImage2D(mFaceTarget, mLevel, dest.left, dest.top, dest.getWidth(), dest.getHeight(), GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()), data.getData()); break; case GL_TEXTURE_3D: glTexSubImage3D( GL_TEXTURE_3D, mLevel, dest.left, dest.top, dest.front, dest.getWidth(), dest.getHeight(), dest.getDepth(), GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()), data.getData()); break; } } // Restore defaults glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); if (GLEW_VERSION_1_2) glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0); glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } void GLTextureBuffer::download(const PixelData &data) { if((mUsage & TU_RENDERTARGET) != 0) BS_EXCEPT(NotImplementedException, "Reading from render texture to CPU not supported."); // TODO: This needs to be implemented if((mUsage & TU_DEPTHSTENCIL) != 0) BS_EXCEPT(NotImplementedException, "Reading from depth stencil texture to CPU not supported."); // TODO: This needs to be implemented if(data.getWidth() != getWidth() || data.getHeight() != getHeight() || data.getDepth() != getDepth()) BS_EXCEPT(InvalidParametersException, "only download of entire buffer is supported by GL"); glBindTexture( mTarget, mTextureID ); if(PixelUtil::isCompressed(data.getFormat())) { if(data.getFormat() != mFormat || !data.isConsecutive()) BS_EXCEPT(InvalidParametersException, "Compressed images must be consecutive, in the source format"); // Data must be consecutive and at beginning of buffer as PixelStorei not allowed // for compressed formate glGetCompressedTexImage(mFaceTarget, mLevel, data.getData()); } else { if(data.getWidth() != data.getRowPitch()) glPixelStorei(GL_PACK_ROW_LENGTH, data.getRowPitch()); if(data.getHeight()*data.getWidth() != data.getSlicePitch()) glPixelStorei(GL_PACK_IMAGE_HEIGHT, (data.getSlicePitch()/data.getWidth())); if(data.getLeft() > 0 || data.getTop() > 0 || data.getFront() > 0) glPixelStorei(GL_PACK_SKIP_PIXELS, data.getLeft() + data.getRowPitch() * data.getTop() + data.getSlicePitch() * data.getFront()); if((data.getWidth()*PixelUtil::getNumElemBytes(data.getFormat())) & 3) { // Standard alignment of 4 is not right glPixelStorei(GL_PACK_ALIGNMENT, 1); } // We can only get the entire texture glGetTexImage(mFaceTarget, mLevel, GLPixelUtil::getGLOriginFormat(data.getFormat()), GLPixelUtil::getGLOriginDataType(data.getFormat()), data.getData()); // Restore defaults glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0); glPixelStorei(GL_PACK_SKIP_PIXELS, 0); glPixelStorei(GL_PACK_ALIGNMENT, 4); } } void GLTextureBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset) { assert(zoffset < mDepth); switch(mTarget) { case GL_TEXTURE_1D: glFramebufferTexture1DEXT(GL_FRAMEBUFFER_EXT, attachment, mFaceTarget, mTextureID, mLevel); break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, mFaceTarget, mTextureID, mLevel); break; case GL_TEXTURE_2D_MULTISAMPLE: glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, mFaceTarget, mTextureID, 0); break; case GL_TEXTURE_3D: glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, attachment, mFaceTarget, mTextureID, mLevel, zoffset); break; } } void GLTextureBuffer::copyFromFramebuffer(UINT32 zoffset) { glBindTexture(mTarget, mTextureID); switch(mTarget) { case GL_TEXTURE_1D: glCopyTexSubImage1D(mFaceTarget, mLevel, 0, 0, 0, mWidth); break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: glCopyTexSubImage2D(mFaceTarget, mLevel, 0, 0, 0, 0, mWidth, mHeight); break; case GL_TEXTURE_3D: glCopyTexSubImage3D(mFaceTarget, mLevel, 0, 0, zoffset, 0, 0, mWidth, mHeight); break; } } /// Very fast texture-to-texture blitter and hardware bi/trilinear scaling implementation using FBO /// Destination texture must be 1D, 2D, 3D, or Cube /// Source texture must be 1D, 2D or 3D /// Supports compressed formats as both source and destination format, it will use the hardware DXT compressor /// if available. /// @author W.J. van der Laan void GLTextureBuffer::blitFromTexture(GLTextureBuffer *src, const PixelVolume &srcBox, const PixelVolume &dstBox) { //std::cerr << "GLTextureBuffer::blitFromTexture " << //src->mTextureID << ":" << srcBox.left << "," << srcBox.top << "," << srcBox.right << "," << srcBox.bottom << " " << //mTextureID << ":" << dstBox.left << "," << dstBox.top << "," << dstBox.right << "," << dstBox.bottom << std::endl; /// Store reference to FBO manager GLRTTManager *fboMan = static_cast(GLRTTManager::instancePtr()); /// Save and clear GL state for rendering glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_FOG_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT | GL_SCISSOR_BIT | GL_STENCIL_BUFFER_BIT | GL_TEXTURE_BIT | GL_VIEWPORT_BIT); // Important to disable all other texture units if (GLEW_VERSION_1_2) { glActiveTextureARB(GL_TEXTURE0); } /// Disable alpha, depth and scissor testing, disable blending, /// disable culling, disble lighting, disable fog and reset foreground /// colour. glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_FOG); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); /// Save and reset matrices glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); /// Set up source texture glBindTexture(src->mTarget, src->mTextureID); /// Set filtering modes depending on the dimensions and source if(srcBox.getWidth()==dstBox.getWidth() && srcBox.getHeight()==dstBox.getHeight() && srcBox.getDepth()==dstBox.getDepth()) { /// Dimensions match -- use nearest filtering (fastest and pixel correct) glTexParameteri(src->mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(src->mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } else { /// Manual mipmaps, stay safe with bilinear filtering so that no /// intermipmap leakage occurs. glTexParameteri(src->mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(src->mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } /// Clamp to edge (fastest) glTexParameteri(src->mTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(src->mTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(src->mTarget, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); /// Set origin base level mipmap to make sure we source from the right mip /// level. glTexParameteri(src->mTarget, GL_TEXTURE_BASE_LEVEL, src->mLevel); /// Store old binding so it can be restored later GLint oldfb; glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &oldfb); /// Set up temporary FBO glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboMan->getTemporaryFBO()); GLuint tempTex = 0; if(!fboMan->checkFormat(mFormat)) { /// If target format not directly supported, create intermediate texture GLenum tempFormat = GLPixelUtil::getClosestGLInternalFormat(fboMan->getSupportedAlternative(mFormat)); glGenTextures(1, &tempTex); glBindTexture(GL_TEXTURE_2D, tempTex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); /// Allocate temporary texture of the size of the destination area glTexImage2D(GL_TEXTURE_2D, 0, tempFormat, GLPixelUtil::optionalPO2(dstBox.getWidth()), GLPixelUtil::optionalPO2(dstBox.getHeight()), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0); /// Set viewport to size of destination slice glViewport(0, 0, dstBox.getWidth(), dstBox.getHeight()); } else { /// We are going to bind directly, so set viewport to size and position of destination slice glViewport(dstBox.left, dstBox.top, dstBox.getWidth(), dstBox.getHeight()); } /// Process each destination slice for(UINT32 slice=dstBox.front; slicemWidth; float v1 = (float)srcBox.top / (float)src->mHeight; float u2 = (float)srcBox.right / (float)src->mWidth; float v2 = (float)srcBox.bottom / (float)src->mHeight; /// Calculate source slice for this destination slice float w = (float)(slice - dstBox.front) / (float)dstBox.getDepth(); /// Get slice # in source w = w * (float)(srcBox.getDepth() + srcBox.front); /// Normalise to texture coordinate in 0.0 .. 1.0 w = (w+0.5f) / (float)src->mDepth; /// Finally we're ready to rumble glBindTexture(src->mTarget, src->mTextureID); glEnable(src->mTarget); glBegin(GL_QUADS); glTexCoord3f(u1, v1, w); glVertex2f(-1.0f, -1.0f); glTexCoord3f(u2, v1, w); glVertex2f(1.0f, -1.0f); glTexCoord3f(u2, v2, w); glVertex2f(1.0f, 1.0f); glTexCoord3f(u1, v2, w); glVertex2f(-1.0f, 1.0f); glEnd(); glDisable(src->mTarget); if(tempTex) { /// Copy temporary texture glBindTexture(mTarget, mTextureID); switch(mTarget) { case GL_TEXTURE_1D: glCopyTexSubImage1D(mFaceTarget, mLevel, dstBox.left, 0, 0, dstBox.getWidth()); break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: glCopyTexSubImage2D(mFaceTarget, mLevel, dstBox.left, dstBox.top, 0, 0, dstBox.getWidth(), dstBox.getHeight()); break; case GL_TEXTURE_3D: glCopyTexSubImage3D(mFaceTarget, mLevel, dstBox.left, dstBox.top, slice, 0, 0, dstBox.getWidth(), dstBox.getHeight()); break; } } } /// Reset source texture to sane state glBindTexture(src->mTarget, src->mTextureID); glTexParameteri(src->mTarget, GL_TEXTURE_BASE_LEVEL, 0); /// Detach texture from temporary framebuffer glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0); /// Restore old framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oldfb); /// Restore matrix stacks and render state glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glPopAttrib(); glDeleteTextures(1, &tempTex); } GLRenderBuffer::GLRenderBuffer(GLenum format, UINT32 width, UINT32 height, GLsizei numSamples): GLPixelBuffer(width, height, 1, GLPixelUtil::getClosestEngineFormat(format), GBU_DYNAMIC), mRenderbufferID(0) { mGLInternalFormat = format; /// Generate renderbuffer glGenRenderbuffersEXT(1, &mRenderbufferID); /// Bind it to FBO glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mRenderbufferID); /// Allocate storage for depth buffer if (numSamples > 0) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, format, width, height); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, format, width, height); } } GLRenderBuffer::~GLRenderBuffer() { /// Generate renderbuffer glDeleteRenderbuffersEXT(1, &mRenderbufferID); } void GLRenderBuffer::bindToFramebuffer(GLenum attachment, UINT32 zoffset) { assert(zoffset < mDepth); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, GL_RENDERBUFFER_EXT, mRenderbufferID); } };