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- /*
- -----------------------------------------------------------------------------
- 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 "CmGLHardwarePixelBuffer.h"
- #include "CmGLTexture.h"
- #include "CmGLSupport.h"
- #include "CmGLPixelFormat.h"
- #include "CmException.h"
- #include "CmBitwise.h"
- #include "CmGLFBORenderTexture.h"
- #include "CmRenderSystemManager.h"
- namespace CamelotEngine {
- //-----------------------------------------------------------------------------
- GLHardwarePixelBuffer::GLHardwarePixelBuffer(size_t inWidth, size_t inHeight, size_t inDepth,
- PixelFormat inFormat,
- HardwareBuffer::Usage usage):
- HardwarePixelBuffer(inWidth, inHeight, inDepth, inFormat, usage, false, false),
- mBuffer(inWidth, inHeight, inDepth, inFormat),
- mGLInternalFormat(GL_NONE)
- {
- mCurrentLockOptions = (LockOptions)0;
- }
- //-----------------------------------------------------------------------------
- GLHardwarePixelBuffer::~GLHardwarePixelBuffer()
- {
- // Force free buffer
- delete [] (UINT8*)mBuffer.data;
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::allocateBuffer()
- {
- if(mBuffer.data)
- // Already allocated
- return;
- mBuffer.data = new UINT8[mSizeInBytes];
- // TODO: use PBO if we're HBU_DYNAMIC
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::freeBuffer()
- {
- // Free buffer if we're STATIC to save memory
- if(mUsage & HBU_STATIC)
- {
- delete [] (UINT8*)mBuffer.data;
- mBuffer.data = 0;
- }
- }
- //-----------------------------------------------------------------------------
- PixelData GLHardwarePixelBuffer::lockImpl(const Box lockBox, LockOptions options)
- {
- allocateBuffer();
- if(options != HardwareBuffer::HBL_DISCARD)
- {
- // Download the old contents of the texture
- download(mBuffer);
- }
- mCurrentLockOptions = options;
- mLockedBox = lockBox;
- return mBuffer.getSubVolume(lockBox);
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::unlockImpl(void)
- {
- if (mCurrentLockOptions != HardwareBuffer::HBL_READ_ONLY)
- {
- // From buffer to card, only upload if was locked for writing
- upload(mCurrentLock, mLockedBox);
- }
-
- freeBuffer();
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::blitFromMemory(const PixelData &src, const Box &dstBox)
- {
- if(!mBuffer.contains(dstBox))
- OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "destination box out of range",
- "GLHardwarePixelBuffer::blitFromMemory");
- PixelData scaled;
-
- if(src.getWidth() != dstBox.getWidth() ||
- src.getHeight() != dstBox.getHeight() ||
- src.getDepth() != dstBox.getDepth())
- {
- // Scale to destination size. Use DevIL and not iluScale because ILU screws up for
- // floating point textures and cannot cope with 3D images.
- // This also does pixel format conversion if needed
- allocateBuffer();
- scaled = mBuffer.getSubVolume(dstBox);
- PixelUtil::scale(src, scaled, PixelUtil::FILTER_BILINEAR);
- }
- else if(GLPixelUtil::getGLOriginFormat(src.format) == 0)
- {
- // Extents match, but format is not accepted as valid source format for GL
- // do conversion in temporary buffer
- allocateBuffer();
- scaled = mBuffer.getSubVolume(dstBox);
- PixelUtil::bulkPixelConversion(src, scaled);
- }
- else
- {
- allocateBuffer();
- // No scaling or conversion needed
- scaled = src;
- }
-
- upload(scaled, dstBox);
- freeBuffer();
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::blitToMemory(const Box &srcBox, const PixelData &dst)
- {
- if(!mBuffer.contains(srcBox))
- OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "source box out of range",
- "GLHardwarePixelBuffer::blitToMemory");
- if(srcBox.left == 0 && srcBox.right == getWidth() &&
- srcBox.top == 0 && srcBox.bottom == getHeight() &&
- srcBox.front == 0 && srcBox.back == getDepth() &&
- dst.getWidth() == getWidth() &&
- dst.getHeight() == getHeight() &&
- dst.getDepth() == getDepth() &&
- GLPixelUtil::getGLOriginFormat(dst.format) != 0)
- {
- // The direct case: the user wants the entire texture in a format supported by GL
- // so we don't need an intermediate buffer
- download(dst);
- }
- else
- {
- // Use buffer for intermediate copy
- allocateBuffer();
- // Download entire buffer
- download(mBuffer);
- if(srcBox.getWidth() != dst.getWidth() ||
- srcBox.getHeight() != dst.getHeight() ||
- srcBox.getDepth() != dst.getDepth())
- {
- // We need scaling
- PixelUtil::scale(mBuffer.getSubVolume(srcBox), dst, PixelUtil::FILTER_BILINEAR);
- }
- else
- {
- // Just copy the bit that we need
- PixelUtil::bulkPixelConversion(mBuffer.getSubVolume(srcBox), dst);
- }
- freeBuffer();
- }
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::upload(const PixelData &data, const Box &dest)
- {
- OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
- "Upload not possible for this pixelbuffer type",
- "GLHardwarePixelBuffer::upload");
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::download(const PixelData &data)
- {
- OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Download not possible for this pixelbuffer type",
- "GLHardwarePixelBuffer::download");
- }
- //-----------------------------------------------------------------------------
- void GLHardwarePixelBuffer::bindToFramebuffer(GLenum attachment, size_t zoffset)
- {
- OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Framebuffer bind not possible for this pixelbuffer type",
- "GLHardwarePixelBuffer::bindToFramebuffer");
- }
- //********* GLTextureBuffer
- GLTextureBuffer::GLTextureBuffer(const String &baseName, GLenum target, GLuint id,
- GLint face, GLint level, Usage usage, bool crappyCard,
- bool writeGamma, UINT32 fsaa):
- GLHardwarePixelBuffer(0, 0, 0, PF_UNKNOWN, usage),
- mTarget(target), mFaceTarget(0), mTextureID(id), mFace(face), mLevel(level),
- mSoftwareMipmap(crappyCard), mSliceTRT(0)
- {
- // 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::getClosestOGREFormat(value);
-
- // Default
- mRowPitch = mWidth;
- mSlicePitch = mHeight*mWidth;
- mSizeInBytes = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
-
- // Log a message
- /*
- std::stringstream str;
- str << "GLHardwarePixelBuffer constructed for texture " << mTextureID
- << " face " << mFace << " level " << mLevel << ": "
- << "width=" << mWidth << " height="<< mHeight << " depth=" << mDepth
- << "format=" << PixelUtil::getFormatName(mFormat) << "(internal 0x"
- << std::hex << value << ")";
- LogManager::getSingleton().logMessage(
- LML_NORMAL, str.str());
- */
- // 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;
- // Allocate buffer
- //if(mUsage & HBU_STATIC)
- // allocateBuffer();
- // Is this a render target?
- if(mUsage & TU_RENDERTARGET)
- {
- // Create render target for each slice
- mSliceTRT.reserve(mDepth);
- for(size_t zoffset=0; zoffset<mDepth; ++zoffset)
- {
- String name;
- name = "rtt/" + toString((size_t)this) + "/" + baseName;
- GLSurfaceDesc surface;
- surface.buffer = this;
- surface.zoffset = zoffset;
- RenderTexture *trt = GLRTTManager::getSingleton().createRenderTexture(name, surface, writeGamma, fsaa);
- mSliceTRT.push_back(trt);
- CamelotEngine::RenderSystemManager::getActive()->attachRenderTarget(*mSliceTRT[zoffset]);
- }
- }
- }
- GLTextureBuffer::~GLTextureBuffer()
- {
- if(mUsage & TU_RENDERTARGET)
- {
- // Delete all render targets that are not yet deleted via _clearSliceRTT because the rendertarget
- // was deleted by the user.
- for (SliceTRT::const_iterator it = mSliceTRT.begin(); it != mSliceTRT.end(); ++it)
- {
- CamelotEngine::RenderSystemManager::getActive()->destroyRenderTarget((*it)->getName());
- }
- }
- }
- //-----------------------------------------------------------------------------
- void GLTextureBuffer::upload(const PixelData &data, const Box &dest)
- {
- glBindTexture( mTarget, mTextureID );
- if(PixelUtil::isCompressed(data.format))
- {
- if(data.format != mFormat || !data.isConsecutive())
- OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
- "Compressed images must be consecutive, in the source format",
- "GLTextureBuffer::upload");
- 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)
- {
- glCompressedTexImage1DARB(GL_TEXTURE_1D, mLevel,
- format,
- dest.getWidth(),
- 0,
- data.getConsecutiveSize(),
- data.data);
- }
- else
- {
- glCompressedTexSubImage1DARB(GL_TEXTURE_1D, mLevel,
- dest.left,
- dest.getWidth(),
- format, data.getConsecutiveSize(),
- data.data);
- }
- 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)
- {
- glCompressedTexImage2DARB(mFaceTarget, mLevel,
- format,
- dest.getWidth(),
- dest.getHeight(),
- 0,
- data.getConsecutiveSize(),
- data.data);
- }
- else
- {
- glCompressedTexSubImage2DARB(mFaceTarget, mLevel,
- dest.left, dest.top,
- dest.getWidth(), dest.getHeight(),
- format, data.getConsecutiveSize(),
- data.data);
- }
- 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)
- {
- glCompressedTexImage3DARB(GL_TEXTURE_3D, mLevel,
- format,
- dest.getWidth(),
- dest.getHeight(),
- dest.getDepth(),
- 0,
- data.getConsecutiveSize(),
- data.data);
- }
- else
- {
- glCompressedTexSubImage3DARB(GL_TEXTURE_3D, mLevel,
- dest.left, dest.top, dest.front,
- dest.getWidth(), dest.getHeight(), dest.getDepth(),
- format, data.getConsecutiveSize(),
- data.data);
- }
- break;
- }
-
- }
- else if(mSoftwareMipmap)
- {
- GLint components = PixelUtil::getComponentCount(mFormat);
- if(data.getWidth() != data.rowPitch)
- glPixelStorei(GL_UNPACK_ROW_LENGTH, data.rowPitch);
- if(data.getHeight()*data.getWidth() != data.slicePitch)
- glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.slicePitch/data.getWidth()));
- if(data.left > 0 || data.top > 0 || data.front > 0)
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, data.left + data.rowPitch * data.top + data.slicePitch * data.front);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- switch(mTarget)
- {
- case GL_TEXTURE_1D:
- gluBuild1DMipmaps(
- GL_TEXTURE_1D, components,
- dest.getWidth(),
- GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data);
- break;
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- gluBuild2DMipmaps(
- mFaceTarget,
- components, dest.getWidth(), dest.getHeight(),
- GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data);
- break;
- case GL_TEXTURE_3D:
- /* Requires GLU 1.3 which is harder to come by than cards doing hardware mipmapping
- Most 3D textures don't need mipmaps?
- gluBuild3DMipmaps(
- GL_TEXTURE_3D, internalFormat,
- data.getWidth(), data.getHeight(), data.getDepth(),
- GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data);
- */
- glTexImage3D(
- GL_TEXTURE_3D, 0, components,
- dest.getWidth(), dest.getHeight(), dest.getDepth(), 0,
- GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data );
- break;
- }
- }
- else
- {
- if(data.getWidth() != data.rowPitch)
- glPixelStorei(GL_UNPACK_ROW_LENGTH, data.rowPitch);
- if(data.getHeight()*data.getWidth() != data.slicePitch)
- glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.slicePitch/data.getWidth()));
- if(data.left > 0 || data.top > 0 || data.front > 0)
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, data.left + data.rowPitch * data.top + data.slicePitch * data.front);
- if((data.getWidth()*PixelUtil::getNumElemBytes(data.format)) & 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.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data);
- break;
- case GL_TEXTURE_2D:
- case GL_TEXTURE_CUBE_MAP:
- glTexSubImage2D(mFaceTarget, mLevel,
- dest.left, dest.top,
- dest.getWidth(), dest.getHeight(),
- GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data);
- 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.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data);
- 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(data.getWidth() != getWidth() ||
- data.getHeight() != getHeight() ||
- data.getDepth() != getDepth())
- OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "only download of entire buffer is supported by GL",
- "GLTextureBuffer::download");
- glBindTexture( mTarget, mTextureID );
- if(PixelUtil::isCompressed(data.format))
- {
- if(data.format != mFormat || !data.isConsecutive())
- OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
- "Compressed images must be consecutive, in the source format",
- "GLTextureBuffer::download");
- // Data must be consecutive and at beginning of buffer as PixelStorei not allowed
- // for compressed formate
- glGetCompressedTexImageARB(mFaceTarget, mLevel, data.data);
- }
- else
- {
- if(data.getWidth() != data.rowPitch)
- glPixelStorei(GL_PACK_ROW_LENGTH, data.rowPitch);
- if(data.getHeight()*data.getWidth() != data.slicePitch)
- glPixelStorei(GL_PACK_IMAGE_HEIGHT, (data.slicePitch/data.getWidth()));
- if(data.left > 0 || data.top > 0 || data.front > 0)
- glPixelStorei(GL_PACK_SKIP_PIXELS, data.left + data.rowPitch * data.top + data.slicePitch * data.front);
- if((data.getWidth()*PixelUtil::getNumElemBytes(data.format)) & 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.format), GLPixelUtil::getGLOriginDataType(data.format),
- data.data);
- // 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, size_t 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_3D:
- glFramebufferTexture3DEXT(GL_FRAMEBUFFER_EXT, attachment,
- mFaceTarget, mTextureID, mLevel, zoffset);
- break;
- }
- }
- //-----------------------------------------------------------------------------
- void GLTextureBuffer::copyFromFramebuffer(size_t 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;
- }
- }
- //-----------------------------------------------------------------------------
- void GLTextureBuffer::blit(const HardwarePixelBufferPtr &src, const Box &srcBox, const Box &dstBox)
- {
- GLTextureBuffer *srct = static_cast<GLTextureBuffer *>(src.get());
- /// Check for FBO support first
- /// Destination texture must be 1D, 2D, 3D, or Cube
- /// Source texture must be 1D, 2D or 3D
-
- // This does not sem to work for RTTs after the first update
- // I have no idea why! For the moment, disable
- if(GLEW_EXT_framebuffer_object && (src->getUsage() & TU_RENDERTARGET) == 0 &&
- (srct->mTarget==GL_TEXTURE_1D||srct->mTarget==GL_TEXTURE_2D||srct->mTarget==GL_TEXTURE_3D))
- {
- blitFromTexture(srct, srcBox, dstBox);
- }
- else
- {
- GLHardwarePixelBuffer::blit(src, srcBox, dstBox);
- }
- }
- //-----------------------------------------------------------------------------
- /// 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 Box &srcBox, const Box &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
- GLFBOManager *fboMan = static_cast<GLFBOManager *>(GLRTTManager::getSingletonPtr());
-
- /// 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
- RenderSystem* rsys = CamelotEngine::RenderSystemManager::getActive();
- rsys->_disableTextureUnitsFrom(0);
- 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
- {
- /// Dimensions don't match -- use bi or trilinear filtering depending on the
- /// source texture.
- if(src->mUsage & TU_AUTOMIPMAP)
- {
- /// Automatic mipmaps, we can safely use trilinear filter which
- /// brings greatly imporoved quality for minimisation.
- glTexParameteri(src->mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(src->mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- 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(size_t slice=dstBox.front; slice<dstBox.back; ++slice)
- {
- if(!tempTex)
- {
- /// Bind directly
- bindToFramebuffer(GL_COLOR_ATTACHMENT0_EXT, slice);
- }
- /// Calculate source texture coordinates
- float u1 = (float)srcBox.left / (float)src->mWidth;
- 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;
- }
- }
- }
- /// Finish up
- if(!tempTex)
- {
- /// Generate mipmaps
- if(mUsage & TU_AUTOMIPMAP)
- {
- glBindTexture(mTarget, mTextureID);
- glGenerateMipmapEXT(mTarget);
- }
- }
- /// 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);
- }
- //-----------------------------------------------------------------------------
- /// blitFromMemory doing hardware trilinear scaling
- void GLTextureBuffer::blitFromMemory(const PixelData &src_orig, const Box &dstBox)
- {
- /// Fall back to normal GLHardwarePixelBuffer::blitFromMemory in case
- /// - FBO is not supported
- /// - Either source or target is luminance due doesn't looks like supported by hardware
- /// - the source dimensions match the destination ones, in which case no scaling is needed
- if(!GLEW_EXT_framebuffer_object ||
- PixelUtil::isLuminance(src_orig.format) ||
- PixelUtil::isLuminance(mFormat) ||
- (src_orig.getWidth() == dstBox.getWidth() &&
- src_orig.getHeight() == dstBox.getHeight() &&
- src_orig.getDepth() == dstBox.getDepth()))
- {
- GLHardwarePixelBuffer::blitFromMemory(src_orig, dstBox);
- return;
- }
- if(!mBuffer.contains(dstBox))
- OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "destination box out of range",
- "GLTextureBuffer::blitFromMemory");
- /// For scoped deletion of conversion buffer
- void* data = NULL;
- PixelData src;
-
- /// First, convert the srcbox to a OpenGL compatible pixel format
- if(GLPixelUtil::getGLOriginFormat(src_orig.format) == 0)
- {
- /// Convert to buffer internal format
- data = new void*[PixelUtil::getMemorySize(src.getWidth(), src.getHeight(), src.getDepth(), mFormat)];
- src = PixelData(src_orig.getWidth(), src_orig.getHeight(), src_orig.getDepth(), mFormat, data);
- PixelUtil::bulkPixelConversion(src_orig, src);
- }
- else
- {
- /// No conversion needed
- src = src_orig;
- }
-
- /// Create temporary texture to store source data
- GLuint id;
- GLenum target = (src.getDepth()!=1)?GL_TEXTURE_3D:GL_TEXTURE_2D;
- GLsizei width = GLPixelUtil::optionalPO2(src.getWidth());
- GLsizei height = GLPixelUtil::optionalPO2(src.getHeight());
- GLsizei depth = GLPixelUtil::optionalPO2(src.getDepth());
- GLenum format = GLPixelUtil::getClosestGLInternalFormat(src.format);
-
- /// Generate texture name
- glGenTextures(1, &id);
-
- /// Set texture type
- glBindTexture(target, id);
-
- /// Set automatic mipmap generation; nice for minimisation
- glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 1000 );
- glTexParameteri(target, GL_GENERATE_MIPMAP, GL_TRUE );
-
- /// Allocate texture memory
- if(target == GL_TEXTURE_3D)
- glTexImage3D(target, 0, format, width, height, depth, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- else
- glTexImage2D(target, 0, format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
- /// GL texture buffer
- GLTextureBuffer tex(StringUtil::BLANK, target, id, 0, 0, (Usage)(TU_AUTOMIPMAP|HBU_STATIC_WRITE_ONLY), false, false, 0);
-
- /// Upload data to 0,0,0 in temporary texture
- Box tempTarget(0, 0, 0, src.getWidth(), src.getHeight(), src.getDepth());
- tex.upload(src, tempTarget);
-
- /// Blit
- blitFromTexture(&tex, tempTarget, dstBox);
-
- /// Delete temp texture
- glDeleteTextures(1, &id);
- if(data != NULL)
- delete[] data;
- }
- //-----------------------------------------------------------------------------
- RenderTexture *GLTextureBuffer::getRenderTarget(size_t zoffset)
- {
- assert(mUsage & TU_RENDERTARGET);
- assert(zoffset < mDepth);
- return mSliceTRT[zoffset];
- }
- //********* GLRenderBuffer
- //-----------------------------------------------------------------------------
- GLRenderBuffer::GLRenderBuffer(GLenum format, size_t width, size_t height, GLsizei numSamples):
- GLHardwarePixelBuffer(width, height, 1, GLPixelUtil::getClosestOGREFormat(format),HBU_WRITE_ONLY),
- 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, size_t zoffset)
- {
- assert(zoffset < mDepth);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment,
- GL_RENDERBUFFER_EXT, mRenderbufferID);
- }
- };
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