Enhance OpenGLTexture with more texture types

- Add OpenGLTextureType enum (1D, 2D, 2DArray, 3D, Cube, CubeArray)
- Add OpenGLFormat enum for texture formats
- Add Initialize() method for generic texture creation
- Add InitializeCubeMap() for cubemap textures
- Add BindImage() for image load/store
- Add GenerateMipmap(), SetFiltering(), SetWrapping() methods
- Add GetType(), GetMipLevels(), GetDepth() getters
This commit is contained in:
2026-03-17 02:10:53 +08:00
parent 56c32bfbde
commit a54666df11
2 changed files with 206 additions and 12 deletions

View File

@@ -2,30 +2,77 @@
#include <string>
#include <GLFW/glfw3.h>
#include <vector>
namespace XCEngine {
namespace RHI {
enum class OpenGLTextureType {
Texture1D,
Texture2D,
Texture2DArray,
Texture3D,
TextureCube,
TextureCubeArray
};
enum class OpenGLFormat {
R8,
RG8,
RGBA8,
RGBA16F,
RGBA32F,
Depth24Stencil8,
Depth32F,
CompressedDXT1,
CompressedDXT5
};
enum class OpenGLInternalFormat {
R8 = 1,
RG8 = 2,
RGBA8 = 4,
RGBA16F = 11,
RGBA32F = 16,
Depth24Stencil8 = 38,
Depth32F = 31,
CompressedDXT1 = 21,
CompressedDXT5 = 22
};
class OpenGLTexture {
public:
OpenGLTexture();
~OpenGLTexture();
bool Initialize(OpenGLTextureType type, int width, int height, int depth, int mipLevels, OpenGLFormat format, const void* data = nullptr);
bool Initialize2D(int width, int height, int channels, const void* data, bool generateMipmap = true);
bool InitializeCubeMap(int size, int mipLevels, OpenGLFormat format, const void* data = nullptr);
bool LoadFromFile(const char* path, bool flipVertical = true);
void Shutdown();
void Bind(int slot = 0) const;
void Unbind() const;
void BindImage(int slot, bool read, bool write) const;
void GenerateMipmap();
void SetFiltering(int minFilter, int magFilter);
void SetWrapping(int wrapS, int wrapT, int wrapR = -1);
unsigned int GetID() const { return m_texture; }
OpenGLTextureType GetType() const { return m_type; }
int GetWidth() const { return m_width; }
int GetHeight() const { return m_height; }
int GetDepth() const { return m_depth; }
int GetMipLevels() const { return m_mipLevels; }
private:
unsigned int m_texture;
OpenGLTextureType m_type;
int m_width;
int m_height;
int m_depth;
int m_mipLevels;
int m_channels;
};

View File

@@ -8,10 +8,54 @@
namespace XCEngine {
namespace RHI {
static unsigned int ToGLTextureTarget(OpenGLTextureType type) {
switch (type) {
case OpenGLTextureType::Texture1D: return GL_TEXTURE_1D;
case OpenGLTextureType::Texture2D: return GL_TEXTURE_2D;
case OpenGLTextureType::Texture2DArray: return GL_TEXTURE_2D_ARRAY;
case OpenGLTextureType::Texture3D: return GL_TEXTURE_3D;
case OpenGLTextureType::TextureCube: return GL_TEXTURE_CUBE_MAP;
case OpenGLTextureType::TextureCubeArray: return GL_TEXTURE_CUBE_MAP_ARRAY;
default: return GL_TEXTURE_2D;
}
}
static void ToGLFormat(OpenGLFormat fmt, unsigned int& internalFormat, unsigned int& glFormat, unsigned int& glType) {
switch (fmt) {
case OpenGLFormat::R8:
internalFormat = GL_R8; glFormat = GL_RED; glType = GL_UNSIGNED_BYTE;
break;
case OpenGLFormat::RG8:
internalFormat = GL_RG8; glFormat = GL_RG; glType = GL_UNSIGNED_BYTE;
break;
case OpenGLFormat::RGBA8:
internalFormat = GL_RGBA8; glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE;
break;
case OpenGLFormat::RGBA16F:
internalFormat = GL_RGBA16F; glFormat = GL_RGBA; glType = GL_HALF_FLOAT;
break;
case OpenGLFormat::RGBA32F:
internalFormat = GL_RGBA32F; glFormat = GL_RGBA; glType = GL_FLOAT;
break;
case OpenGLFormat::Depth24Stencil8:
internalFormat = GL_DEPTH24_STENCIL8; glFormat = GL_DEPTH_STENCIL; glType = GL_UNSIGNED_INT_24_8;
break;
case OpenGLFormat::Depth32F:
internalFormat = GL_DEPTH_COMPONENT32F; glFormat = GL_DEPTH_COMPONENT; glType = GL_FLOAT;
break;
default:
internalFormat = GL_RGBA8; glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE;
break;
}
}
OpenGLTexture::OpenGLTexture()
: m_texture(0)
, m_type(OpenGLTextureType::Texture2D)
, m_width(0)
, m_height(0)
, m_depth(0)
, m_mipLevels(1)
, m_channels(0) {
}
@@ -19,7 +63,53 @@ OpenGLTexture::~OpenGLTexture() {
Shutdown();
}
bool OpenGLTexture::Initialize(OpenGLTextureType type, int width, int height, int depth, int mipLevels, OpenGLFormat format, const void* data) {
m_type = type;
m_width = width;
m_height = height;
m_depth = depth;
m_mipLevels = mipLevels;
unsigned int target = ToGLTextureTarget(type);
unsigned int internalFormat, glFormat, glType;
ToGLFormat(format, internalFormat, glFormat, glType);
glGenTextures(1, &m_texture);
glBindTexture(target, m_texture);
if (type == OpenGLTextureType::TextureCube) {
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, width, height, 0, glFormat, glType, data);
}
} else if (type == OpenGLTextureType::Texture1D) {
glTexImage1D(GL_TEXTURE_1D, 0, internalFormat, width, 0, glFormat, glType, data);
} else if (type == OpenGLTextureType::Texture3D) {
glTexImage3D(GL_TEXTURE_3D, 0, internalFormat, width, height, depth, 0, glFormat, glType, data);
} else {
glTexImage2D(target, 0, internalFormat, width, height, 0, glFormat, glType, data);
}
if (mipLevels > 1) {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(target, 0);
return true;
}
bool OpenGLTexture::Initialize2D(int width, int height, int channels, const void* data, bool generateMipmap) {
m_channels = channels;
m_type = OpenGLTextureType::Texture2D;
m_width = width;
m_height = height;
m_depth = 1;
m_mipLevels = generateMipmap ? 0 : 1;
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
@@ -37,14 +127,37 @@ bool OpenGLTexture::Initialize2D(int width, int height, int channels, const void
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
m_width = width;
m_height = height;
m_channels = channels;
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool OpenGLTexture::InitializeCubeMap(int size, int mipLevels, OpenGLFormat format, const void* data) {
m_type = OpenGLTextureType::TextureCube;
m_width = size;
m_height = size;
m_depth = 1;
m_mipLevels = mipLevels;
unsigned int internalFormat, glFormat, glType;
ToGLFormat(format, internalFormat, glFormat, glType);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, size, size, 0, glFormat, glType, data);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, mipLevels > 1 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
return true;
}
bool OpenGLTexture::LoadFromFile(const char* path, bool flipVertical) {
stbi_set_flip_vertically_on_load(flipVertical ? 1 : 0);
@@ -67,12 +180,46 @@ void OpenGLTexture::Shutdown() {
}
void OpenGLTexture::Bind(int slot) const {
unsigned int target = ToGLTextureTarget(m_type);
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, m_texture);
glBindTexture(target, m_texture);
}
void OpenGLTexture::Unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
unsigned int target = ToGLTextureTarget(m_type);
glBindTexture(target, 0);
}
void OpenGLTexture::BindImage(int slot, bool read, bool write) const {
unsigned int target = ToGLTextureTarget(m_type);
GLenum access = (read && write) ? GL_READ_WRITE : (read ? GL_READ_ONLY : GL_WRITE_ONLY);
glBindImageTexture(slot, m_texture, 0, GL_FALSE, 0, access, GL_RGBA8);
}
void OpenGLTexture::GenerateMipmap() {
unsigned int target = ToGLTextureTarget(m_type);
glBindTexture(target, m_texture);
glGenerateMipmap(target);
glBindTexture(target, 0);
}
void OpenGLTexture::SetFiltering(int minFilter, int magFilter) {
unsigned int target = ToGLTextureTarget(m_type);
glBindTexture(target, m_texture);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilter);
glBindTexture(target, 0);
}
void OpenGLTexture::SetWrapping(int wrapS, int wrapT, int wrapR) {
unsigned int target = ToGLTextureTarget(m_type);
glBindTexture(target, m_texture);
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapT);
if (wrapR >= 0 && (m_type == OpenGLTextureType::Texture3D || m_type == OpenGLTextureType::TextureCube)) {
glTexParameteri(target, GL_TEXTURE_WRAP_R, wrapR);
}
glBindTexture(target, 0);
}
} // namespace RHI