- Simplify OpenGL integration test structure - Enable CTest registration for OpenGL tests - Refactor test fixtures and device enumeration - Minor code cleanup and improvements
225 lines
7.9 KiB
C++
225 lines
7.9 KiB
C++
#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
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#include <glad/glad.h>
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#include <stb_image.h>
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#include <iostream>
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namespace XCEngine {
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namespace RHI {
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static unsigned int ToGLTextureTarget(OpenGLTextureType type) {
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switch (type) {
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case OpenGLTextureType::Texture1D: return GL_TEXTURE_1D;
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case OpenGLTextureType::Texture2D: return GL_TEXTURE_2D;
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case OpenGLTextureType::Texture2DArray: return GL_TEXTURE_2D_ARRAY;
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case OpenGLTextureType::Texture3D: return GL_TEXTURE_3D;
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case OpenGLTextureType::TextureCube: return GL_TEXTURE_CUBE_MAP;
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case OpenGLTextureType::TextureCubeArray: return GL_TEXTURE_CUBE_MAP_ARRAY;
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default: return GL_TEXTURE_2D;
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}
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}
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static void ToGLFormat(OpenGLFormat fmt, unsigned int& internalFormat, unsigned int& glFormat, unsigned int& glType) {
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switch (fmt) {
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case OpenGLFormat::R8:
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internalFormat = GL_R8; glFormat = GL_RED; glType = GL_UNSIGNED_BYTE;
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break;
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case OpenGLFormat::RG8:
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internalFormat = GL_RG8; glFormat = GL_RG; glType = GL_UNSIGNED_BYTE;
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break;
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case OpenGLFormat::RGBA8:
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internalFormat = GL_RGBA8; glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE;
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break;
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case OpenGLFormat::RGBA16F:
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internalFormat = GL_RGBA16F; glFormat = GL_RGBA; glType = GL_HALF_FLOAT;
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break;
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case OpenGLFormat::RGBA32F:
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internalFormat = GL_RGBA32F; glFormat = GL_RGBA; glType = GL_FLOAT;
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break;
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case OpenGLFormat::Depth24Stencil8:
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internalFormat = GL_DEPTH24_STENCIL8; glFormat = GL_DEPTH_STENCIL; glType = GL_UNSIGNED_INT_24_8;
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break;
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case OpenGLFormat::Depth32F:
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internalFormat = GL_DEPTH_COMPONENT32F; glFormat = GL_DEPTH_COMPONENT; glType = GL_FLOAT;
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break;
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default:
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internalFormat = GL_RGBA8; glFormat = GL_RGBA; glType = GL_UNSIGNED_BYTE;
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break;
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}
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}
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OpenGLTexture::OpenGLTexture()
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: m_texture(0)
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, m_type(OpenGLTextureType::Texture2D)
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, m_width(0)
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, m_height(0)
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, m_depth(0)
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, m_mipLevels(1)
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, m_channels(0) {
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}
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OpenGLTexture::~OpenGLTexture() {
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Shutdown();
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}
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bool OpenGLTexture::Initialize(OpenGLTextureType type, int width, int height, int depth, int mipLevels, OpenGLFormat format, const void* data) {
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m_type = type;
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m_width = width;
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m_height = height;
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m_depth = depth;
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m_mipLevels = mipLevels;
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unsigned int target = ToGLTextureTarget(type);
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unsigned int internalFormat, glFormat, glType;
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ToGLFormat(format, internalFormat, glFormat, glType);
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glGenTextures(1, &m_texture);
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glBindTexture(target, m_texture);
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if (type == OpenGLTextureType::TextureCube) {
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, width, height, 0, glFormat, glType, data);
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}
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} else if (type == OpenGLTextureType::Texture1D) {
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glTexImage1D(GL_TEXTURE_1D, 0, internalFormat, width, 0, glFormat, glType, data);
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} else if (type == OpenGLTextureType::Texture3D) {
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glTexImage3D(GL_TEXTURE_3D, 0, internalFormat, width, height, depth, 0, glFormat, glType, data);
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} else {
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glTexImage2D(target, 0, internalFormat, width, height, 0, glFormat, glType, data);
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}
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if (mipLevels > 1) {
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindTexture(target, 0);
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return true;
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}
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bool OpenGLTexture::Initialize2D(int width, int height, int channels, const void* data, bool generateMipmap) {
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m_channels = channels;
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m_type = OpenGLTextureType::Texture2D;
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m_width = width;
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m_height = height;
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m_depth = 1;
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m_mipLevels = generateMipmap ? 0 : 1;
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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GLenum format = (channels == 4) ? GL_RGBA : GL_RGB;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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if (generateMipmap) {
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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bool OpenGLTexture::InitializeCubeMap(int size, int mipLevels, OpenGLFormat format, const void* data) {
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m_type = OpenGLTextureType::TextureCube;
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m_width = size;
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m_height = size;
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m_depth = 1;
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m_mipLevels = mipLevels;
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unsigned int internalFormat, glFormat, glType;
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ToGLFormat(format, internalFormat, glFormat, glType);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture);
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, size, size, 0, glFormat, glType, data);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, mipLevels > 1 ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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return true;
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}
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bool OpenGLTexture::LoadFromFile(const char* path, bool flipVertical) {
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stbi_set_flip_vertically_on_load(flipVertical ? 1 : 0);
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unsigned char* data = stbi_load(path, &m_width, &m_height, &m_channels, 0);
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if (!data) {
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std::cout << "Failed to load texture: " << path << std::endl;
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return false;
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}
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bool result = Initialize2D(m_width, m_height, m_channels, data, true);
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stbi_image_free(data);
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return result;
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}
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void OpenGLTexture::Shutdown() {
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if (m_texture) {
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glDeleteTextures(1, &m_texture);
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m_texture = 0;
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}
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}
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void OpenGLTexture::Bind(int slot) const {
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unsigned int target = ToGLTextureTarget(m_type);
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glActiveTexture(GL_TEXTURE0 + slot);
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glBindTexture(target, m_texture);
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}
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void OpenGLTexture::Unbind() const {
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unsigned int target = ToGLTextureTarget(m_type);
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glBindTexture(target, 0);
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}
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void OpenGLTexture::BindImage(int slot, bool read, bool write) const {
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unsigned int target = ToGLTextureTarget(m_type);
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GLenum access = (read && write) ? GL_READ_WRITE : (read ? GL_READ_ONLY : GL_WRITE_ONLY);
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glBindImageTexture(slot, m_texture, 0, GL_FALSE, 0, access, GL_RGBA8);
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}
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void OpenGLTexture::GenerateMipmap() {
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unsigned int target = ToGLTextureTarget(m_type);
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glBindTexture(target, m_texture);
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glGenerateMipmap(target);
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glBindTexture(target, 0);
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}
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void OpenGLTexture::SetFiltering(int minFilter, int magFilter) {
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unsigned int target = ToGLTextureTarget(m_type);
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glBindTexture(target, m_texture);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilter);
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glBindTexture(target, 0);
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}
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void OpenGLTexture::SetWrapping(int wrapS, int wrapT, int wrapR) {
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unsigned int target = ToGLTextureTarget(m_type);
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glBindTexture(target, m_texture);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapS);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapT);
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if (wrapR >= 0 && (m_type == OpenGLTextureType::Texture3D || m_type == OpenGLTextureType::TextureCube)) {
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glTexParameteri(target, GL_TEXTURE_WRAP_R, wrapR);
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}
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glBindTexture(target, 0);
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}
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} // namespace RHI
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} // namespace XCEngine
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