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#include "texture.h"
#include "config/types.h"
#include "glArrays.h"
#include "tga.h"
#include <fcntl.h>
#include <filesystem.h>
#include <gfx/image.h>
#include <gl_traits.h>
#include <glad/gl.h>
#include <glm/geometric.hpp>
#include <resource.h>
#include <stb/stb_image.h>
#include <sys/mman.h>
GLint
TextureOptions::glMapMode(TextureOptions::MapMode mm)
{
switch (mm) {
case MapMode::Repeat:
return GL_REPEAT;
case MapMode::Clamp:
return GL_CLAMP_TO_EDGE;
case MapMode::Mirror:
return GL_MIRRORED_REPEAT;
default:
throw std::domain_error("Invalid MapMode value");
}
}
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);
glTexParameter(type, GL_TEXTURE_WRAP_S, TextureOptions::glMapMode(to.wrapU));
glTexParameter(type, GL_TEXTURE_WRAP_T, TextureOptions::glMapMode(to.wrapV));
glTexParameter(type, GL_TEXTURE_MIN_FILTER, to.minFilter);
glTexParameter(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);
}
TextureAbsCoord
Texture::getSize(const glTexture & texture)
{
TextureAbsCoord 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, uint8_t channels, const char * path, uint8_t tgaFormat)
{
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>() = {
.format = tgaFormat,
.size = size,
.pixelDepth = static_cast<uint8_t>(8 * channels),
};
glPixelStorei(GL_PACK_ALIGNMENT, 1);
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::savePosition(const glTexture & texture, const char * path)
{
save(texture, GL_BGR_INTEGER, 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);
glTexParameter(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameter(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameter(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameter(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(TextureAbsCoord position, TextureAbsCoord size, void * data, TextureOptions to)
{
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;
TextureOptions::MapMode wrapU;
TextureOptions::MapMode wrapV;
} material {position, size, to.wrapU, to.wrapV};
static_assert(sizeof(Material) <= 32);
glTextureSubImage2D(m_atlas, 0, 0, static_cast<GLsizei>(used), 2, 1, GL_RGBA_INTEGER, GL_UNSIGNED_SHORT, &material);
return ++used;
}
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