added cube map textures to glw.

This commit is contained in:
Marco Di Benedetto 2012-08-22 12:38:09 +00:00
parent cfba5001fd
commit 03bfd9bf31
5 changed files with 363 additions and 11 deletions

View File

@ -10,6 +10,7 @@
#include "./program.h"
#include "./renderbuffer.h"
#include "./texture2d.h"
#include "./texturecube.h"
#include "./framebuffer.h"
#include <string>
@ -249,6 +250,24 @@ class Context : public detail::NonCopyable
this->bindTexture2D(nullHandle, unit);
}
TextureCubeHandle createTextureCube(const TextureCubeArguments & args)
{
TextureCubeHandle handle = this->createHandle<TextureCube>();
handle->object()->create(args);
return handle;
}
BoundTextureCubeHandle bindTextureCube(TextureCubeHandle & handle, GLint unit)
{
return this->bind<BoundTextureCube>(handle, TextureCubeBindingParams(unit));
}
void unbindTextureCube(GLint unit)
{
TextureCubeHandle nullHandle;
this->bindTextureCube(nullHandle, unit);
}
FramebufferHandle createFramebuffer(const FramebufferArguments & args)
{
FramebufferHandle handle = this->createHandle<Framebuffer>();
@ -457,7 +476,8 @@ class Context : public detail::NonCopyable
this->m_maxTextureUnits = int(texUnits);
for (int i=0; i<this->m_maxTextureUnits; ++i)
{
this->initializeTarget<BoundTexture2D>(Texture2DBindingParams(GLint(i)));
this->initializeTarget<BoundTexture2D >(Texture2DBindingParams (GLint(i)));
this->initializeTarget<BoundTextureCube>(TextureCubeBindingParams (GLint(i)));
}
}
}
@ -496,7 +516,8 @@ class Context : public detail::NonCopyable
{
for (int i=0; i<this->m_maxTextureUnits; ++i)
{
this->terminateTarget<BoundTexture2D>(Texture2DBindingParams(GLint(i)));
this->terminateTarget<BoundTexture2D >(Texture2DBindingParams (GLint(i)));
this->terminateTarget<BoundTextureCube>(TextureCubeBindingParams (GLint(i)));
}
this->m_maxTextureUnits = 0;
}

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@ -41,7 +41,7 @@ class RenderTarget
: target (rTarget)
, level (0)
, layer (0)
, face (GL_NONE)
, face (GL_TEXTURE_CUBE_MAP_POSITIVE_X)
{
;
}
@ -51,7 +51,7 @@ class RenderTarget
this->target.setNull();
this->level = 0;
this->layer = -1;
this->face = GL_NONE;
this->face = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
bool isNull(void) const
@ -67,6 +67,11 @@ inline RenderTarget texture2DTarget(Texture2DHandle & handle, GLint level = 0)
return RenderTarget(handle, level, 0, GL_NONE);
}
inline RenderTarget textureCubeTarget(TextureCubeHandle & handle, GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X, GLint level = 0)
{
return RenderTarget(handle, level, 0, face);
}
inline RenderTarget renderbufferTarget(RenderbufferHandle & handle)
{
return RenderTarget(handle, 0, 0, GL_NONE);
@ -163,10 +168,10 @@ class FramebufferArguments : public ObjectArguments
void clear(void)
{
BaseType::clear();
this->colorTargets .clear();
this->depthTarget .clear();
this->stencilTarget .clear();
this->targetInputs .clear();
this->colorTargets .clear();
this->depthTarget .clear();
this->stencilTarget .clear();
this->targetInputs .clear();
}
};
@ -401,9 +406,10 @@ class Framebuffer : public Object
switch (handle->type())
{
case RenderbufferType : glFramebufferRenderbuffer (target, attachment, GL_RENDERBUFFER, handle->name() ); break;
case Texture2DType : glFramebufferTexture2D (target, attachment, GL_TEXTURE_2D, handle->name(), renderTarget.level); break;
default : GLW_ASSERT(0); break;
case RenderbufferType : glFramebufferRenderbuffer (target, attachment, GL_RENDERBUFFER, handle->name() ); break;
case Texture2DType : glFramebufferTexture2D (target, attachment, GL_TEXTURE_2D, handle->name(), renderTarget.level); break;
case TextureCubeType : glFramebufferTexture2D (target, attachment, renderTarget.face, handle->name(), renderTarget.level); break;
default : GLW_ASSERT(0); break;
}
return true;

312
wrap/glw/texturecube.h Normal file
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@ -0,0 +1,312 @@
#ifndef GLW_TEXTURECUBE_H
#define GLW_TEXTURECUBE_H
#include "./texture.h"
namespace glw
{
class TextureCubeArguments : public TextureArguments
{
public:
typedef TextureArguments BaseType;
typedef TextureCubeArguments ThisType;
GLsizei size;
GLenum dataFormat;
GLenum dataType;
const void * data;
TextureSampleMode sampler;
TextureCubeArguments(void)
{
this->clear();
}
void clear(void)
{
BaseType::clear();
this->size = 0;
this->dataFormat = GL_NONE;
this->dataType = GL_NONE;
this->data = 0;
this->sampler.clear();
}
};
class TextureCube : public Texture
{
friend class Context;
public:
typedef Texture BaseType;
typedef TextureCube ThisType;
virtual Type type(void) const
{
return TextureCubeType;
}
virtual int imageDimensions(void) const
{
return 2;
}
virtual bool isArray(void) const
{
return false;
}
GLsizei size(void) const
{
return this->m_size;
}
GLsizei width(void) const
{
return this->size();
}
GLsizei height(void) const
{
return this->size();
}
void setImage(GLenum target, GLint unit, GLint level, GLsizei size, GLenum dataFormat, GLenum dataType, const void * data)
{
(void)unit;
GLW_ASSERT(this->isValid());
glTexImage2D(target, level, this->m_format, size, size, 0, dataFormat, dataType, data);
}
void getImage(GLenum target, GLint unit, GLint level, GLenum dataFormat, GLenum dataType, void * data)
{
(void)unit;
GLW_ASSERT(this->isValid());
glGetTexImage(target, level, dataFormat, dataType, data);
}
void setSubImage(GLenum target, GLint unit, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum dataFormat, GLenum dataType, const void * data)
{
(void)unit;
GLW_ASSERT(this->isValid());
glTexSubImage2D(target, level, xoffset, yoffset, width, height, dataFormat, dataType, data);
}
void generateMipmap(GLenum target, GLint unit)
{
(void)unit;
GLW_ASSERT(this->isValid());
glGenerateMipmap(target);
}
void setSampleMode(GLenum target, GLint unit, const TextureSampleMode & sampler)
{
(void)unit;
GLW_ASSERT(this->isValid());
if (GLW_CARE_OF(sampler.minFilter)) glTexParameteri(target, GL_TEXTURE_MIN_FILTER, sampler.minFilter);
if (GLW_CARE_OF(sampler.magFilter)) glTexParameteri(target, GL_TEXTURE_MAG_FILTER, sampler.magFilter);
if (GLW_CARE_OF(sampler.wrapS )) glTexParameteri(target, GL_TEXTURE_WRAP_S, sampler.wrapS );
if (GLW_CARE_OF(sampler.wrapT )) glTexParameteri(target, GL_TEXTURE_WRAP_T, sampler.wrapT );
}
protected:
GLsizei m_size;
TextureCube(Context * ctx)
: BaseType (ctx)
, m_size (0)
{
;
}
bool create(const TextureCubeArguments & args)
{
this->destroy();
GLint boundName = 0;
glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &boundName);
glGenTextures(1, &(this->m_name));
glBindTexture(GL_TEXTURE_CUBE_MAP, this->m_name);
for (int f=0; f<6; ++f)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, 0, args.format, args.size, args.size, 0, args.dataFormat, args.dataType, args.data);
}
this->m_format = args.format;
this->m_size = args.size;
this->setSampleMode(GL_TEXTURE_CUBE_MAP, 0, args.sampler);
glBindTexture(GL_TEXTURE_CUBE_MAP, boundName);
return true;
}
virtual void doDestroy(void)
{
BaseType::doDestroy();
this->m_format = GL_NONE;
this->m_size = 0;
}
virtual bool doIsValid(void) const
{
return ((this->m_format != GL_NONE) && (this->m_size > 0));
}
};
namespace detail { template <> struct BaseOf <TextureCube> { typedef Texture Type; }; };
typedef detail::ObjectSharedPointerTraits <TextureCube> ::Type TextureCubePtr;
class SafeTextureCube : public SafeTexture
{
friend class Context;
friend class BoundTextureCube;
public:
typedef SafeTexture BaseType;
typedef SafeTextureCube ThisType;
SafeTextureCube(void)
: BaseType()
{
;
}
GLsizei size(void) const
{
return this->object()->size();
}
GLsizei width(void) const
{
return this->object()->width();
}
GLsizei height(void) const
{
return this->object()->height();
}
protected:
SafeTextureCube(const TextureCubePtr & texture2D)
: BaseType(texture2D)
{
;
}
const TextureCubePtr & object(void) const
{
return static_cast<const TextureCubePtr &>(BaseType::object());
}
TextureCubePtr & object(void)
{
return static_cast<TextureCubePtr &>(BaseType::object());
}
};
namespace detail { template <> struct BaseOf <SafeTextureCube> { typedef SafeTexture Type; }; };
namespace detail { template <> struct ObjectBase <SafeTextureCube> { typedef TextureCube Type; }; };
namespace detail { template <> struct ObjectSafe <TextureCube > { typedef SafeTextureCube Type; }; };
typedef detail::ObjectSharedPointerTraits <SafeTextureCube> ::Type TextureCubeHandle;
class TextureCubeBindingParams : public TextureBindingParams
{
public:
typedef TextureBindingParams BaseType;
typedef TextureCubeBindingParams ThisType;
TextureCubeBindingParams(void)
: BaseType()
{
;
}
TextureCubeBindingParams(GLenum aUnit)
: BaseType(GL_TEXTURE_CUBE_MAP, aUnit)
{
;
}
};
class BoundTextureCube : public BoundTexture
{
friend class Context;
public:
typedef BoundTexture BaseType;
typedef BoundTextureCube ThisType;
BoundTextureCube(void)
: BaseType()
{
;
}
const TextureCubeHandle & handle(void) const
{
return static_cast<const TextureCubeHandle &>(BaseType::handle());
}
TextureCubeHandle & handle(void)
{
return static_cast<TextureCubeHandle &>(BaseType::handle());
}
void setSampleMode(const TextureSampleMode & sampler)
{
this->object()->setSampleMode(this->m_target, this->m_unit, sampler);
}
void setImage(GLenum face, GLint level, GLsizei size, GLenum dataFormat, GLenum dataType, const void * data)
{
this->object()->setImage(face, this->m_unit, level, size, dataFormat, dataType, data);
}
void getImage(GLenum face, GLint level, GLenum dataFormat, GLenum dataType, void * data)
{
this->object()->getImage(face, this->m_unit, level, dataFormat, dataType, data);
}
void setSubImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum dataFormat, GLenum dataType, const void * data)
{
this->object()->setSubImage(face, this->m_unit, level, xoffset, yoffset, width, height, dataFormat, dataType, data);
}
void generateMipmap(void)
{
this->object()->generateMipmap(this->m_target, this->m_unit);
}
protected:
BoundTextureCube(const TextureCubeHandle & handle, const TextureCubeBindingParams & params)
: BaseType(handle, params)
{
;
}
const TextureCubePtr & object(void) const
{
return this->handle()->object();
}
TextureCubePtr & object(void)
{
return this->handle()->object();
}
};
namespace detail { template <> struct ParamsOf <BoundTextureCube> { typedef TextureCubeBindingParams Type; }; };
namespace detail { template <> struct BaseOf <BoundTextureCube> { typedef BoundObject Type; }; };
namespace detail { template <> struct ObjectBase <BoundTextureCube> { typedef TextureCube Type; }; };
namespace detail { template <> struct ObjectBound <TextureCube > { typedef BoundTextureCube Type; }; };
typedef detail::ObjectSharedPointerTraits <BoundTextureCube> ::Type BoundTextureCubeHandle;
};
#endif // GLW_TEXTURECUBE_H

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@ -16,6 +16,7 @@ enum Type
FragmentShaderType,
ProgramType,
Texture2DType,
TextureCubeType,
FramebufferType
};

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@ -210,6 +210,18 @@ inline Texture2DHandle createTexture2D(Context & ctx, GLenum format, GLsizei wid
return ctx.createTexture2D(args);
}
inline TextureCubeHandle createTextureCube(Context & ctx, GLenum format, GLsizei size, GLenum dataFormat, GLenum dataType, const void * data = 0, const TextureSampleMode & sampler = TextureSampleMode())
{
TextureCubeArguments args;
args.format = format;
args.size = size;
args.dataFormat = dataFormat;
args.dataType = dataType;
args.data = data;
args.sampler = sampler;
return ctx.createTextureCube(args);
}
inline FramebufferHandle createFramebufferWithDepthStencil
(
Context & ctx,