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#include "texture.h"
#include "glArrays.h"
#include <GL/glew.h>
#include <cache.h>
#include <fcntl.h>
#include <filesystem.h>
#include <gfx/image.h>
#include <glm/geometric.hpp>
#include <resource.h>
#include <stb/stb_image.h>
#include <sys/mman.h>
Cache<Texture, std::filesystem::path> Texture::cachedTexture;
Texture::Texture(const std::filesystem::path & fileName, TextureOptions to) :
Texture {Image {Resource::mapPath(fileName).c_str(), STBI_rgb_alpha}, to}
{
}
Texture::Texture(const Image & tex, TextureOptions to) :
Texture {static_cast<GLsizei>(tex.width), static_cast<GLsizei>(tex.height), tex.data.data(), to}
{
}
Texture::Texture(GLsizei width, GLsizei height, TextureOptions to) : Texture {width, height, nullptr, to} { }
Texture::Texture(GLsizei width, GLsizei height, const void * data, TextureOptions to) : type {to.type}
{
glBindTexture(type, m_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(type, GL_TEXTURE_WRAP_S, to.wrap);
glTexParameteri(type, GL_TEXTURE_WRAP_T, to.wrap);
glTexParameteri(type, GL_TEXTURE_MIN_FILTER, to.minFilter);
glTexParameteri(type, GL_TEXTURE_MAG_FILTER, to.magFilter);
glTexImage2D(type, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
void
Texture::bind(GLenum unit) const
{
glActiveTexture(unit);
glBindTexture(type, m_texture);
}
glm::ivec2
Texture::getSize(const glTexture & texture)
{
glm::ivec2 size;
glGetTextureLevelParameteriv(texture, 0, GL_TEXTURE_WIDTH, &size.x);
glGetTextureLevelParameteriv(texture, 0, GL_TEXTURE_HEIGHT, &size.y);
return size;
}
void
Texture::save(const glTexture & texture, GLenum format, GLenum type, unsigned short channels, const char * path,
short tgaFormat)
{
using TGAHead = std::array<short, 9>;
const auto size = getSize(texture);
const size_t dataSize = (static_cast<size_t>(size.x * size.y * channels));
const size_t fileSize = dataSize + sizeof(TGAHead);
filesystem::fh out {path, O_RDWR | O_CREAT, 0660};
out.truncate(fileSize);
auto tga = out.mmap(fileSize, 0, PROT_WRITE, MAP_SHARED);
*tga.get<TGAHead>() = {0, tgaFormat, 0, 0, 0, 0, static_cast<short>(size.x), static_cast<short>(size.y),
static_cast<short>(8 * channels)};
glGetTextureImage(texture, 0, format, type, static_cast<GLsizei>(dataSize), tga.get<TGAHead>() + 1);
tga.msync(MS_ASYNC);
}
void
Texture::save(const char * path) const
{
save(m_texture, GL_BGR, GL_UNSIGNED_BYTE, 3, path, 2);
}
void
Texture::save(const glTexture & texture, const char * path)
{
save(texture, GL_BGR, GL_UNSIGNED_BYTE, 3, path, 2);
}
void
Texture::saveDepth(const glTexture & texture, const char * path)
{
save(texture, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 1, path, 3);
}
void
Texture::saveNormal(const glTexture & texture, const char * path)
{
save(texture, GL_BGR, GL_BYTE, 3, path, 2);
}
TextureAtlas::TextureAtlas(GLsizei width, GLsizei height, GLuint count) : Texture(width, height, nullptr, {})
{
glBindTexture(GL_TEXTURE_RECTANGLE, m_atlas);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA16UI, 2, static_cast<GLsizei>(count), 0, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, nullptr);
}
void
TextureAtlas::bind(GLenum unit) const
{
Texture::bind(unit);
glActiveTexture(unit + 1);
glBindTexture(GL_TEXTURE_RECTANGLE, m_atlas);
}
GLuint
TextureAtlas::add(glm::ivec2 position, glm::ivec2 size, void * data, TextureOptions)
{
glTextureSubImage2D(m_texture, 0, position.x, position.y, size.x, size.y, GL_RGBA, GL_UNSIGNED_BYTE, data);
struct Material {
glm::vec<2, uint16_t> position, size, unused1 {}, unused2 {};
} material {position, size};
glTextureSubImage2D(m_atlas, 0, 0, static_cast<GLsizei>(used), 2, 1, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, &material);
return ++used;
}
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