Add 2D array textures
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2 changed files with 202 additions and 0 deletions
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@ -310,4 +310,82 @@ namespace psemek::gfx
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texture_3d(GLuint id);
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};
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struct texture_2d_array
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{
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texture_2d_array();
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texture_2d_array(texture_2d_array const &) = delete;
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texture_2d_array(texture_2d_array &&);
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texture_2d_array & operator = (texture_2d_array const &) = delete;
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texture_2d_array & operator = (texture_2d_array &&);
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~texture_2d_array();
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static texture_2d_array null();
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GLuint id() const { return id_; }
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void bind() const;
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explicit operator bool () const { return id_ != 0; }
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int width() const { return width_; }
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int height() const { return height_; }
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int depth() const { return depth_; }
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geom::vector<int, 3> size() const { return {width_, height_, depth_}; }
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void load(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data);
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template <typename Pixel>
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void load(std::size_t width, std::size_t height, std::size_t depth, Pixel const * data = nullptr)
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{
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using traits = pixel_traits<Pixel>;
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load(traits::internal_format, width, height, depth, traits::format, traits::type, data);
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}
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template <typename Pixel>
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void load(util::array<Pixel, 3> const & p)
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{
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load(p.width(), p.height(), p.depth(), p.data());
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}
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void pixels(GLenum format, GLenum type, void * data) const;
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template <typename Pixmap>
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Pixmap pixels() const
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{
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using traits = pixel_traits<typename Pixmap::pixel_type>;
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Pixmap p({width_, height_, depth_});
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pixels(traits::format, traits::type, p.data());
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return p;
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}
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static texture_2d_array from_data(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data);
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template <typename Pixmap>
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static texture_2d_array from_pixmap(Pixmap const & p)
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{
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texture_2d_array t;
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t.load(p);
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return t;
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}
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void generate_mipmap();
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void nearest_filter();
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void linear_filter();
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void anisotropy();
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void repeat();
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void clamp();
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private:
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GLuint id_;
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int width_ = 0;
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int height_ = 0;
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int depth_ = 0;
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texture_2d_array(GLuint id);
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};
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}
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@ -357,4 +357,128 @@ namespace psemek::gfx
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gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_WRAP_R, gl::CLAMP_TO_EDGE);
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}
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texture_2d_array::texture_2d_array()
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{
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gl::GenTextures(1, &id_);
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}
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texture_2d_array::texture_2d_array(GLuint id)
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: id_(id)
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{}
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texture_2d_array texture_2d_array::null()
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{
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return texture_2d_array(0);
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}
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void texture_2d_array::bind() const
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{
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gl::BindTexture(gl::TEXTURE_2D_ARRAY, id_);
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}
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texture_2d_array::texture_2d_array(texture_2d_array && other)
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: id_(other.id_)
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, width_(other.width_)
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, height_(other.height_)
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, depth_(other.depth_)
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{
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other.id_ = 0;
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other.width_ = 0;
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other.height_ = 0;
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other.depth_ = 0;
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}
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texture_2d_array & texture_2d_array::operator = (texture_2d_array && other)
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{
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if (this == &other) return *this;
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gl::DeleteTextures(1, &id_);
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id_ = other.id_;
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width_ = other.width_;
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height_ = other.height_;
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depth_ = other.depth_;
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other.id_ = 0;
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other.width_ = 0;
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other.height_ = 0;
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other.depth_ = 0;
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return *this;
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}
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texture_2d_array::~texture_2d_array()
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{
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gl::DeleteTextures(1, &id_);
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}
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void texture_2d_array::load(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data)
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{
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bind();
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gl::TexImage3D(gl::TEXTURE_2D_ARRAY, 0, internal_format, width, height, depth, 0, format, type, data);
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width_ = width;
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height_ = height;
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depth_ = depth;
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}
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void texture_2d_array::pixels(GLenum format, GLenum type, void * data) const
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{
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bind();
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gl::GetTexImage(gl::TEXTURE_2D_ARRAY, 0, format, type, data);
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}
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texture_2d_array texture_2d_array::from_data(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data)
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{
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texture_2d_array tex;
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tex.load(internal_format, width, height, depth, format, type, data);
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return tex;
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}
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void texture_2d_array::generate_mipmap()
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{
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bind();
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gl::GenerateMipmap(gl::TEXTURE_2D_ARRAY);
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}
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void texture_2d_array::nearest_filter()
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{
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bind();
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MAG_FILTER, gl::NEAREST);
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
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}
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void texture_2d_array::linear_filter()
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{
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bind();
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
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}
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void texture_2d_array::anisotropy()
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{
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if (!gl::exts::var_EXT_texture_filter_anisotropic) return;
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if (!max_anisotropy_level)
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{
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max_anisotropy_level = 0;
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gl::GetFloatv(gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT, &(*max_anisotropy_level));
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}
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gl::TexParameterf(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MAX_ANISOTROPY_EXT, *max_anisotropy_level);
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}
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void texture_2d_array::repeat()
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{
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bind();
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_S, gl::REPEAT);
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_T, gl::REPEAT);
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_R, gl::REPEAT);
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}
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void texture_2d_array::clamp()
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{
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bind();
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE);
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE);
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gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_R, gl::CLAMP_TO_EDGE);
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}
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}
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