增加纹理封装

This commit is contained in:
hyzboy 2018-12-08 19:03:35 +08:00
parent 7cf879207f
commit dda548dc6f
14 changed files with 1230 additions and 3 deletions

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@ -85,8 +85,8 @@ constexpr float vertex_data[]={ -0.75f, 0.75f,
constexpr float texcoord_data[]={ -0.25,-0.25,
-0.25, 1.25,
1.25,-0.25,
1.25, 1.25 };
1.25, 1.25
};
void BindVBO2VAO(const int vao,const int binding_index,const int shader_location,VertexBufferBase *vb)
{

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@ -3,6 +3,15 @@
#include<iostream>
#include<hgl/CodePage.h>
#if (HGL_COMPILER == HGL_COMPILER_GNU)||(HGL_COMPILER == HGL_COMPILER_LLVM)
#define __HGL_FUNC__ __PRETTY_FUNCTION__
#elif HGL_COMPILER == HGL_COMPILER_Microsoft
#define __HGL_FUNC__ __FUNCSIG__
#else
#define __HGL_FUNC__ __FUNCTION__
#endif//
namespace hgl
{
namespace logger

53
inc/hgl/graph/Texture.h Normal file
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@ -0,0 +1,53 @@
#ifndef HGL_GRAPH_TEXTURE_INCLUDE
#define HGL_GRAPH_TEXTURE_INCLUDE
#include<hgl/graph/TextureData.h>
#include<hgl/type/BaseString.h>
namespace hgl
{
namespace graph
{
/**
*
*/
class Texture
{
protected:
uint type; ///<纹理类型(如GL_TEXTURE_2D类)
uint texture_id; ///<纹理ID
uint pixel_format; ///<象素格式(如RED,RG,RGB,RGBA,SRGB,SRGBA之类)
uint video_format; ///<显存格式
public:
Texture(uint t,uint tid)
{
type=t;
texture_id=tid;
pixel_format=video_format=0;
}
virtual ~Texture()
{
glDeleteTextures(1,&texture_id);
}
public:
uint GetID ()const{return texture_id;} ///<取得纹理ID
uint GetType ()const{return type;} ///<取得类型
uint GetPixelFormat ()const{return pixel_format;} ///<取得象素格式
uint GetVideoFormat ()const{return video_format;} ///<取得显存中的数据格式
public:
virtual void GenMipmaps ()=0; ///<生成mipmaps
virtual void GetMipmapLevel (int &base_level,int &max_level)=0; ///<取得贴图mipmaps级别
};//class Texture
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_TEXTURE_INCLUDE

68
inc/hgl/graph/Texture1D.h Normal file
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@ -0,0 +1,68 @@
#ifndef HGL_GRAPH_TEXTURE_1D_INCLUDE
#define HGL_GRAPH_TEXTURE_1D_INCLUDE
#include<hgl/graph/Texture.h>
namespace hgl
{
namespace graph
{
struct Texture1DData;
/**
* 1D贴图
*/
class Texture1D:public Texture
{
protected:
uint length;
protected:
virtual bool _SetImage (Texture1DData *)=0;
virtual int _GetImage (void *data_pointer, TSF fmt, int level)=0;
virtual bool _ChangeImage(uint s, uint l, void *data, uint bytes, TSF sf)=0;
public:
uint GetLength ()const{return length;} ///<取得纹理长度
public:
Texture1D(uint tid):Texture(GL_TEXTURE_1D,tid)
{
length=0;
}
bool SetImage (Texture1DData *); ///<创建1D贴图数据
bool SetImage (uint l, TSF fmt) ///<创建1D贴图数据
{
Texture1DData tex(l,fmt);
return SetImage(&tex);
}
bool SetImage (uint l, void *data, uint size, TSF sf, uint vf)
{
Texture1DData tex(l, data, size, sf, vf);
return SetImage(&tex);
}
bool ChangeImage (uint s,uint l,void *data,uint size,TSF sf); ///<更改1D贴图数据
int GetImage (void *data_pointer,TSF fmt,int level=0); ///<取得1D贴图数据
public:
virtual void GenMipmaps ()=0; ///<生成mipmaps
virtual void GetMipmapLevel (int &base_level,int &max_level)=0; ///<取得贴图mipmaps级别
};//class Texture1D
Texture1D *CreateTexture1D();
Texture1D *CreateTexture1D(Texture1DData *);
Texture1D *CreateTexture1D(uint length,TSF format);
Texture1D *CreateTexture1D(uint length,void *bitmap,uint bitmap_bytes,TSF source_format,uint video_format);
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_TEXTURE_1D_INCLUDE

61
inc/hgl/graph/Texture2D.h Normal file
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@ -0,0 +1,61 @@
#ifndef HGL_GRAPH_TEXTURE_2D_INCLUDE
#define HGL_GRAPH_TEXTURE_2D_INCLUDE
#include<hgl/graph/Texture.h>
namespace hgl
{
namespace graph
{
/**
* 2D贴图
*/
class Texture2D:public Texture
{
protected:
uint width,height; ///<宽、高
virtual bool _SetImage (Texture2DData *tex)=0;
virtual int _GetImage (void *data_pointer, TSF fmt, int level,int width,int height)=0;
virtual bool _ChangeImage(uint l, uint t, uint w, uint h, void *data, uint bytes, TSF sf)=0;
public:
uint GetWidth ()const{return width;} ///<取得纹理宽度
uint GetHeight ()const{return height;} ///<取得纹理高度
public:
Texture2D(uint tid):Texture(GL_TEXTURE_2D,tid)
{
width=height=0;
}
bool SetImage (Texture2DData *); ///<创建2D贴图数据
bool SetImage (uint w, uint h, TSF fmt)
{
Texture2DData tex(w, h, fmt);
return SetImage(&tex);
}
bool SetImage (uint w, uint h, void *data, uint size, TSF sf, uint vf)
{
Texture2DData tex(w,h,data,size,sf,vf);
return SetImage(&tex);
}
bool ChangeImage (uint l,uint t,uint w,uint h,void *,uint size, TSF sf); ///<更改贴图数据
int GetImage (void *data_pointer,TSF fmt,int level=0); ///<取得2D贴图数据
};//class Texture2D
Texture2D *CreateTexture2D();
Texture2D *CreateTexture2D(Texture2DData *);
Texture2D *CreateTexture2D(uint width,uint height,TSF format);
Texture2D *CreateTexture2D(uint width,uint height,void *bitmap,uint bitmap_bytes,TSF source_format,uint video_format);
Texture2D *CreateTexture2D(const OSString &,uint video_format=0);
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_TEXTURE_2D_INCLUDE

184
inc/hgl/graph/TextureData.h Normal file
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@ -0,0 +1,184 @@
#ifndef HGL_GRAPH_TEXTURE_DATA_INCLUDE
#define HGL_GRAPH_TEXTURE_DATA_INCLUDE
#include<hgl/graph/TextureFormat.h>
namespace hgl
{
namespace graph
{
/**
*
*/
struct TextureData
{
const TextureFormat * source_format; ///<源始纹理格式
uint video_format; ///<显存格式
bool gen_mipmaps; ///<是否产生mipmaps
void * bitmap; ///<位图数据
uint bitmap_bytes; ///<位图数据字节数
public:
TextureData()=default;
virtual ~TextureData()=default;
uint GetVideoFormat()const
{
return(video_format?video_format:source_format->video_format);
}
uint GetPixelFormat()const
{
return(source_format?source_format->pixel_format:0);
}
bool SetData(size_t this_size,TSF fmt)
{
if(!TextureSourceFormatCheck(fmt))
{
hgl_zero(this,this_size);
return(false);
}
gen_mipmaps=false;
bitmap = nullptr;
bitmap_bytes = 0;
source_format = TextureFormatInfoList + fmt; //原始数据格式
video_format = source_format->video_format; //显存格式
return(true);
}
bool SetData(size_t this_size,void *data,uint size,TSF sf,uint vf)
{
if(data&&!TextureSourceFormatCheck(sf))
{
hgl_zero(this,this_size);
return(false);
}
gen_mipmaps = false;
bitmap = data;
bitmap_bytes = size;
source_format = TextureFormatInfoList + sf; //原始数据格式
video_format = vf ? vf : source_format->video_format; //显存格式
return(true);
}
};//struct TextureData
struct Texture1DData:public TextureData
{
uint length;
public:
Texture1DData()
{
hgl_zero(this, sizeof(Texture1DData));
}
Texture1DData(uint l, TSF fmt)
{
if(!SetData(sizeof(Texture1DData),fmt))return;
length = l;
}
Texture1DData(uint l, void *data, uint size, TSF sf, uint vf)
{
if(!SetData(sizeof(Texture1DData),data,size,sf,vf))return;
length=l;
}
};//struct Texture1DData:public TextureData
struct Texture2DData:public TextureData
{
uint width, height;
public:
Texture2DData()
{
hgl_zero(this, sizeof(Texture2DData));
}
Texture2DData(uint w, uint h, TSF fmt)
{
if(!SetData(sizeof(Texture2DData),fmt))return;
width = w;
height = h;
}
Texture2DData(uint w,uint h,void *data,uint size,TSF sf,uint vf)
{
if(!SetData(sizeof(Texture2DData),data,size,sf,vf))return;
width=w;
height=h;
}
};//struct Texture2DData:public TextureData
using TextureCubeMapData=Texture2DData; //cube map与2d参数一样只是数据长6倍
struct Texture1DArrayData:public TextureData
{
uint length, count;
public:
Texture1DArrayData()
{
hgl_zero(this,sizeof(Texture1DArrayData));
}
Texture1DArrayData(uint l, uint c, TSF fmt)
{
if(!SetData(sizeof(Texture1DArrayData),fmt))return;
length=l;
count=c;
}
Texture1DArrayData(uint l,uint c,void *data,uint size,TSF sf,uint vf)
{
if(!SetData(sizeof(Texture1DArrayData),data,size,sf,vf))return;
length=l;
count=c;
}
};//struct Texture1DArrayData:public TextureData
struct Texture2DArrayData:public TextureData
{
uint width, height, count;
public:
Texture2DArrayData()
{
hgl_zero(this, sizeof(Texture2DArrayData));
}
};//struct Texture2DArrayData:public TextureData
struct Texture3DData:public TextureData
{
uint width, height, depth;
public:
Texture3DData()
{
hgl_zero(this, sizeof(Texture3DData));
}
};//struct Texture3DData:public TextureData
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_TEXTURE_DATA_INCLUDE

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@ -0,0 +1,146 @@
#ifndef HGL_GRAPH_TEXTURE_FORMAT_INCLUDE
#define HGL_GRAPH_TEXTURE_FORMAT_INCLUDE
#include<hgl/graph/TextureSourceFormat.h>
#include<GLEWCore/glew.h>
namespace hgl
{
namespace graph
{
//贴图类型,核心模式肯定支持array/cubemap
#define HGL_TEXTURE_1D GL_TEXTURE_1D
#define HGL_TEXTURE_2D GL_TEXTURE_2D
#define HGL_TEXTURE_3D GL_TEXTURE_3D
#define HGL_TEXTURE_RECTANGLE GL_TEXTURE_RECTANGLE //OpenGL 3.1
#define HGL_TEXTURE_1D_ARRAY GL_TEXTURE_1D_ARRAY
#define HGL_TEXTURE_2D_ARRAY GL_TEXTURE_2D_ARRAY //OpenGL 3.0
#define HGL_TEXTURE_CUBE_MAP GL_TEXTURE_CUBE_MAP
#define HGL_TEXTURE_CUBE_MAP_ARRAY GL_TEXTURE_CUBE_MAP_ARRAY //OpenGL 4.0
#define HGL_TEXTURE_2D_MS GL_TEXTURE_2D_MULTISAMPLE
#define HGL_TEXTURE_2D_MS_ARRAY GL_TEXTURE_2D_MULTISAMPLE_ARRAY //OpenGL 3.2
#define HGL_TEXTURE_BUFFER GL_TEXTURE_BUFFER //TBO(OpenGL 3.1)
// #define HGL_TEX_BIND_1D GL_TEXTURE_BINDING_1D
// #define HGL_TEX_BIND_2D GL_TEXTURE_BINDING_2D
// #define HGL_TEX_BIND_3D GL_TEXTURE_BINDING_3D
// #define HGL_TEX_BIND_RECTANGLE GL_TEXTURE_BINDING_RECTANGLE
// #define HGL_TEX_BIND_1D_ARRAY GL_TEXTURE_BINDING_1D_ARRAY
// #define HGL_TEX_BIND_2D_ARRAY GL_TEXTURE_BINDING_2D_ARRAY
// #define HGL_TEX_BIND_CUBE_MAP GL_TEXTURE_BINDING_CUBE_MAP
// #define HGL_TEX_BIND_CUBE_MAP_ARRAY GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
// #define HGL_TEX_BIND_2D_MS GL_TEXTURE_BINDING_2D_MULTISAMPLE
// #define HGL_TEX_BIND_2D_MS_ARRAY GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY
// #define HGL_TEX_BIND_BUFFER GL_TEXTURE_BINDING_BUFFER
//采样属性
//贴图寻址模式
#define HGL_WRAP_CLAMP GL_CLAMP_TO_EDGE
#define HGL_WRAP_REPEAT GL_REPEAT
#define HGL_WRAP_MIRRORED_REPEAT GL_MIRRORED_REPEAT
//贴图过滤模式
#define HGL_FILTER_NEAREST GL_NEAREST
#define HGL_FILTER_LINEAR GL_LINEAR
#define HGL_FILTER_SMOOTH (GL_LINEAR+1) //(1.此功能为自行实现使用GL_LINEAR+1只是为了区分。2.OpenGL 4.0以下使用性能较差)
#define HGL_FILTER_NEAREST_MIPMAP_NEAREST GL_NEAREST_MIPMAP_NEAREST
#define HGL_FILTER_LINEAR_MIPMAP_NEAREST GL_LINEAR_MIPMAP_NEAREST
#define HGL_FILTER_NEAREST_MIPMAP_LINEAR GL_NEAREST_MIPMAP_LINEAR
#define HGL_FILTER_LINEAR_MIPMAP_LINEAR GL_LINEAR_MIPMAP_LINEAR
//贴图象素格式
#define HGL_DEPTH16 GL_DEPTH_COMPONENT16
#define HGL_DEPTH24 GL_DEPTH_COMPONENT24
#define HGL_DEPTH32 GL_DEPTH_COMPONENT32
#define HGL_R8 GL_R8
#define HGL_R16 GL_R16
#define HGL_RG8 GL_RG8
#define HGL_RG16 GL_RG16
#define HGL_R3_G3_B2 GL_R3_G3_B2
#define HGL_RGB4 GL_RGB4
#define HGL_RGB5 GL_RGB5
#define HGL_RGB8 GL_RGB8
#define HGL_RGB10 GL_RGB10
#define HGL_RGB12 GL_RGB12
#define HGL_RGB16 GL_RGB16
#define HGL_RGBA2 GL_RGBA2
#define HGL_RGBA4 GL_RGBA4
#define HGL_RGB5_A1 GL_RGB5_A1
#define HGL_RGBA8 GL_RGBA8
#define HGL_RGB10_A2 GL_RGB10_A2
#define HGL_RGBA12 GL_RGBA12
#define HGL_RGBA16 GL_RGBA16
#define HGL_SRGB8 GL_SRGB8
#define HGL_SRGB8_ALPHA8 GL_SRGB8_ALPHA8
#define HGL_R16F GL_R16F
#define HGL_RG16F GL_RG16F
#define HGL_RGB16F GL_RGB16F
#define HGL_RGBA16F GL_RGBA16F
#define HGL_R32F GL_R32F
#define HGL_RG32F GL_RG32F
#define HGL_RGB32F GL_RGB32F
#define HGL_RGBA32F GL_RGBA32F
#define HGL_RG11F_B10F GL_R11F_G11F_B10F
#define HGL_RGB9_E5 GL_RGB9_E5
//压缩贴图格式,核心模式无扩展,所以不用检测
#define HGL_CR GL_COMPRESSED_RED
#define HGL_CRG GL_COMPRESSED_RG
#define HGL_CRGB GL_COMPRESSED_RGB
#define HGL_CRGBA GL_COMPRESSED_RGBA
#define HGL_CSRGB GL_COMPRESSED_SRGB
#define HGL_CSRGBA GL_COMPRESSED_SRGB_ALPHA
#define HGL_DXT1RGB GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#define HGL_DXT1RGBA GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
#define HGL_DXT3RGBA GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
#define HGL_DXT5RGBA GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
#define HGL_LATC1 GL_COMPRESSED_LUMINANCE_LATC1_EXT
#define HGL_LATC1s GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT
#define HGL_LATC2 GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT
#define HGL_LATC2s GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT
#define HGL_RGTC1 GL_COMPRESSED_RED_RGTC1
#define HGL_RGTC1s GL_COMPRESSED_SIGNED_RED_RGTC1
#define HGL_RGTC2 GL_COMPRESSED_RG_RGTC2
#define HGL_RGTC2s GL_COMPRESSED_SIGNED_RG_RGTC2
#define HGL_BPTC_RGBf GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
#define HGL_BPTC_RGBuf GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
#define HGL_BPTC_RGBA GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
#define HGL_BPTC_SRGBA GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
inline const TextureFormat *GetTextureFormat(const TSF &tsf)
{
if(tsf<=HGL_SF_NONE||tsf>=HGL_SF_END)
return(nullptr);
return TextureFormatInfoList+tsf;
}
inline const uint GetVideoFormat(const TSF &tsf)
{
if (tsf <= HGL_SF_NONE || tsf >= HGL_SF_END)
return(0);
return TextureFormatInfoList[tsf].video_format;
}
inline const TextureFormat *GetTextureFormat(const char *format)
{
const TextureSourceFormat tsf= GetTextureFormatEnum(format);
if(tsf<=HGL_SF_NONE||tsf>=HGL_SF_END)
return(nullptr);
return TextureFormatInfoList+tsf;
}
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_TEXTURE_FORMAT_INCLUDE

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@ -0,0 +1,140 @@
#ifndef HGL_GRAPH_TEXTURE_SOURCE_FORMAT_INCLUDE
#define HGL_GRAPH_TEXTURE_SOURCE_FORMAT_INCLUDE
#include<hgl/type/DataType.h>
namespace hgl
{
namespace graph
{
/**
*
*/
enum TextureSourceFormat:uint
{
HGL_SF_NONE=0, //无用,做为枚举起始
HGL_SF_R8,
HGL_SF_RG8,
HGL_SF_RGB8,
HGL_SF_RGBA8,
HGL_SF_SRGB8,
HGL_SF_SRGBA8,
HGL_SF_R16,
HGL_SF_RG16,
HGL_SF_RGB16,
HGL_SF_RGBA16,
HGL_SF_R16F,
HGL_SF_RG16F,
HGL_SF_RGB16F,
HGL_SF_RGBA16F,
HGL_SF_R32F,
HGL_SF_RG32F,
HGL_SF_RGB32F,
HGL_SF_RGBA32F,
HGL_SF_UNCOMPRESSED, //无用,做为非压缩色分隔
HGL_SF_R3_G3_B2,
HGL_SF_RGB565,
HGL_SF_RGBA4,
HGL_SF_RGB5_A1,
HGL_SF_RGB10_A2,
HGL_SF_RG11F_B10F,
HGL_SF_RGB9_E5,
HGL_SF_DEPTH, //无用,做为深度分隔
HGL_SF_DEPTH16,
HGL_SF_DEPTH24,
HGL_SF_DEPTH32,
HGL_SF_DEPTH32F,
HGL_SF_INDEX, //无用,做为索引色分隔
HGL_SF_INDEX_16_RGB,
HGL_SF_INDEX_16_RGBA,
HGL_SF_INDEX_256_RGB,
HGL_SF_INDEX_256_RGBA,
HGL_SF_COMPRESSED, //无用,做为压缩格式分隔
//HGL_SF_CR,
//HGL_SF_CRG,
//HGL_SF_CRGB,
//HGL_SF_CRGBA,
//HGL_SF_CSRGB,
//HGL_SF_CSRGBA,
HGL_SF_DXT1RGB,
HGL_SF_DXT1RGBA,
HGL_SF_DXT3RGBA,
HGL_SF_DXT5RGBA,
HGL_SF_LATC1,
HGL_SF_LATC1s,
HGL_SF_LATC2,
HGL_SF_LATC2s,
HGL_SF_RGTC1,
HGL_SF_RGTC1s,
HGL_SF_RGTC2,
HGL_SF_RGTC2s,
HGL_SF_BPTC_RGBf,
HGL_SF_BPTC_RGBuf,
HGL_SF_BPTC_RGBA,
HGL_SF_BPTC_SRGBA,
HGL_SF_ETC2_RGB8,
HGL_SF_ETC2_SRGB8,
HGL_SF_ETC2_RGB8A1,
HGL_SF_ETC2_SRGB8A1,
HGL_SF_ETC2_RGBA8,
HGL_SF_ETC2_SRGBA8,
HGL_SF_EAC_R11,
HGL_SF_EAC_R11s,
HGL_SF_EAC_RG11,
HGL_SF_EAC_RG11s,
HGL_SF_END //无用,做为枚举结束
};//enum TextureSourceFormat
using TSF=TextureSourceFormat;
bool TextureSourceFormatCheck(const TextureSourceFormat &);
bool TextureSourceFormatDepthCheck(const TextureSourceFormat &);
struct TextureFormat
{
TextureSourceFormat tsf; //数据源格式枚举
char name[16]; //简写名称
bool compress; //是否压缩格式
uint index; //索引色数量
uint video_format; //显存格式
uint pixel_format; //象素格式(指R/RG/RGB/RGBA/DEPTH这些)
uint data_type; //数据类型(指BYTESHORTFLOAT这些)
uint source_bytes; //原始格式字节数
uint video_bytes; //显存格式字节数
};
//贴图数据源格式信息
extern const TextureFormat TextureFormatInfoList[HGL_SF_END];
TSF GetTextureFormatEnum(const char *); //根据简写名称取得对应的TextureSourceFormat
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_TEXTURE_SOURCE_FORMAT_INCLUDE

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@ -5,5 +5,10 @@
VertexBuffer.cpp
VertexBufferControlDSA.cpp
VertexBufferControlBind.cpp
OpenGLDebug.cpp)
OpenGLDebug.cpp
TextureFormat.cpp
Texture1D.cpp
Texture1DDSA.cpp
Texture2D.cpp
Texture2DDSA.cpp)

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#include<hgl/graph/Texture1D.h>
#include<hgl/LogInfo.h>
namespace hgl
{
namespace graph
{
bool Texture1D::SetImage(Texture1DData *ptr)
{
if (!ptr)
{
LOG_ERROR(OS_TEXT("param error,ptr=nullptr"));
RETURN_FALSE;
}
if (!ptr->length)
{
LOG_ERROR(OS_TEXT("size error,image length=") + OSString(ptr->length));
RETURN_FALSE;
}
length = ptr->length;
video_format = ptr->GetVideoFormat();
pixel_format = ptr->GetPixelFormat();
if (!_SetImage(ptr))
{
length=0;
RETURN_FALSE;
}
return(true);
}
int Texture1D::GetImage(void *data_pointer, TSF fmt, int level)
{
if (!TextureSourceFormatCheck(fmt))
{
LOG_ERROR(OS_TEXT("glTexture1D::GetImage,fmt error =") + OSString(fmt));
return(-1);
}
return _GetImage(data_pointer,fmt,level);
}
bool Texture1D::ChangeImage(uint s, uint l, void *data, uint bytes, TSF sf)
{
if (s >= length
|| l>length - s
|| !data
|| !TextureSourceFormatCheck(sf))
RETURN_FALSE;
return _ChangeImage(s,l,data,bytes,sf);
}
}//namespace graph
namespace graph
{
Texture1D *CreateTexture1DDSA();
Texture1D *CreateTexture1DBind();
Texture1D *CreateTexture1D()
{
// if(GLEW_VERSION_4_5||GLEW_ARB_direct_state_access||GL_EXT_direct_state_access)
return CreateTexture1DDSA();
// else
// return CreateTexture1DBind();
}
Texture1D *CreateTexture1D(Texture1DData *ptr)
{
Texture1D *tex=CreateTexture1D();
if(!tex)RETURN_ERROR_NULL;
tex->SetImage(ptr);
return(tex);
}
Texture1D *CreateTexture1D(uint length, TSF format)
{
Texture1D *tex = CreateTexture1D();
if (!tex)RETURN_ERROR_NULL;
tex->SetImage(length,format);
return(tex);
}
Texture1D *CreateTexture1D(uint length, void *bitmap, uint bitmap_bytes, TSF source_format, uint video_format)
{
Texture1D *tex = CreateTexture1D();
if (!tex)RETURN_ERROR_NULL;
tex->SetImage(length, bitmap,bitmap_bytes,source_format, video_format);
return(tex);
}
}//namespace graph
}//namespace hgl

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#include<hgl/graph/Texture1D.h>
#include<hgl/LogInfo.h>
namespace hgl
{
namespace graph
{
class Texture1DDSA:public Texture1D
{
public:
using Texture1D::Texture1D;
bool _SetImage(Texture1DData *tex) override
{
glTextureStorage1D(texture_id, 1, tex->video_format, tex->length);
if(!tex->bitmap)
return(true);
if(tex->source_format->compress) //原本就是压缩格式
glCompressedTextureSubImage1D(texture_id, 0, 0, tex->length, tex->video_format, tex->bitmap_bytes, tex->bitmap);
else //正常非压缩格式
glTextureSubImage1D(texture_id, 0, 0, tex->length, tex->source_format->pixel_format, tex->source_format->data_type, tex->bitmap);
if(tex->gen_mipmaps)
{
glGenerateTextureMipmap(texture_id);
// glTexEnvf(GL_TEXTURE_FILTER_CONTROL,GL_TEXTURE_LOD_BIAS,-1.5f); //设置LOD偏向,负是更精细,正是更模糊
}
return(true);
}
int _GetImage(void *data_pointer, TSF fmt, int level) override
{
int compress;
int bytes;
const TextureFormat *tsf = TextureFormatInfoList + fmt;
glGetTextureLevelParameteriv(texture_id, level, GL_TEXTURE_COMPRESSED, &compress);
if (compress)
{
glGetTextureLevelParameteriv(texture_id, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &bytes);
if (data_pointer)
glGetCompressedTextureImage(texture_id, level, bytes, data_pointer);
}
else
{
if (tsf->video_bytes == 0)return(-1);
bytes = length*tsf->video_bytes;
if (data_pointer)
glGetTextureImage(texture_id, level, tsf->pixel_format, tsf->data_type, bytes, data_pointer);
}
return(bytes);
}
bool _ChangeImage(uint s, uint l, void *data, uint bytes, TSF sf) override
{
const TextureFormat *sfmt = TextureFormatInfoList + sf; //原始数据格式
if (sfmt->compress)
glCompressedTextureSubImage1D(texture_id, 0, s, l, sfmt->video_format, bytes, data);
else
glTextureSubImage1D(texture_id, 0, s, l, sfmt->pixel_format, sfmt->data_type, data);
return(true);
}
void GenMipmaps() override
{
glGenerateTextureMipmap(texture_id);
}
void GetMipmapLevel(int &base_level,int &max_level) override
{
glGetTextureParameteriv(texture_id,GL_TEXTURE_BASE_LEVEL,&base_level);
glGetTextureParameteriv(texture_id,GL_TEXTURE_MAX_LEVEL,&max_level);
}
};//class Texture1DDSA:public Texture1D
Texture1D *CreateTexture1DDSA()
{
uint id;
glCreateTextures(GL_TEXTURE_1D,1,&id);
return(new Texture1DDSA(id));
}
}//namespace graph
}//namespace hgl

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#include<hgl/graph/Texture2D.h>
#include<hgl/LogInfo.h>
//#include<hgl/graph/Bitmap.h>
namespace hgl
{
namespace graph
{
bool Texture2D::SetImage(Texture2DData *ptr)
{
if (!ptr)
{
LOG_ERROR(OS_TEXT("param error,ptr=nullptr"));
RETURN_FALSE;
}
if (!ptr->width || !ptr->height)
{
LOG_ERROR(OS_TEXT("size error,width=") + OSString(ptr->width) + OS_TEXT(",height=") + OSString(ptr->height));
return(false);
}
width = ptr->width;
height = ptr->height;
video_format = ptr->GetVideoFormat();
pixel_format = ptr->GetPixelFormat();
if (!_SetImage(ptr))
{
width=height= 0;
RETURN_FALSE;
}
return(true);
}
int Texture2D::GetImage(void *data_pointer, TSF fmt, int level)
{
if (!TextureSourceFormatCheck(fmt))
{
LOG_ERROR(OS_TEXT("glTexture2D::GetImage,fmt error =") + OSString(fmt));
return(-1);
}
return _GetImage(data_pointer,fmt,level,width,height);
}
bool Texture2D::ChangeImage(uint l, uint t, uint w, uint h, void *data, uint bytes, TSF sf)
{
if (l>width || t>height
|| w>width - l
|| h>height - t
|| !data
|| !TextureSourceFormatCheck(sf))
RETURN_FALSE;
return _ChangeImage(l,t,w,h, data, bytes, sf);
}
}//namespace graph
namespace graph
{
Texture2D *CreateTexture2DDSA();
Texture2D *CreateTexture2DBind();
Texture2D *CreateTexture2D()
{
// if(GLEW_VERSION_4_5||GLEW_ARB_direct_state_access||GL_EXT_direct_state_access)
return CreateTexture2DDSA();
// else
// return CreateTexture2DBind();
}
Texture2D *CreateTexture2D(Texture2DData *ptr)
{
Texture2D *tex = CreateTexture2D();
if (!tex)RETURN_ERROR_NULL;
tex->SetImage(ptr);
return(tex);
}
Texture2D *CreateTexture2D(uint width, uint height, TSF format)
{
Texture2D *tex = CreateTexture2D();
if (!tex)RETURN_ERROR_NULL;
tex->SetImage(width,height,format);
return(tex);
}
Texture2D *CreateTexture2D(uint width, uint height, void *bitmap, uint bitmap_bytes, TSF source_format, uint video_format)
{
Texture2D *tex = CreateTexture2D();
if (!tex)RETURN_ERROR_NULL;
tex->SetImage(width,height, bitmap, bitmap_bytes, source_format, video_format);
return(tex);
}
// Texture2D *CreateTexture2D(const OSString &filename,uint video_format)
// {
// Texture2D *tex = CreateTexture2D();
//
// if (!tex)RETURN_ERROR_NULL;
//
// Bitmap2D bmp;
//
// if(!LoadBitmapFromFile(&bmp,filename))
// RETURN_ERROR_NULL;
//
// tex->SetImage(bmp.GetWidth(),
// bmp.GetHeight(),
// bmp.GetData(),
// bmp.GetDataLength(),
// bmp.GetFormat(),
// video_format);
//
// return(tex);
// }
}//namespace graph
}//namespace hgl

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#include<hgl/graph/Texture2D.h>
#include<hgl/LogInfo.h>
namespace hgl
{
namespace graph
{
class Texture2DDSA:public Texture2D
{
public:
using Texture2D::Texture2D;
bool _SetImage(Texture2DData *tex) override
{
glTextureStorage2D(texture_id, 1, tex->video_format, tex->width, tex->height);
if(!tex->bitmap)
return(true);
if(tex->source_format->compress) //原本就是压缩格式
glCompressedTextureSubImage2D(texture_id, 0, 0, 0, tex->width, tex->height, tex->video_format, tex->bitmap_bytes, tex->bitmap);
else //正常非压缩格式
glTextureSubImage2D(texture_id, 0, 0, 0, tex->width, tex->height, tex->source_format->pixel_format, tex->source_format->data_type, tex->bitmap);
if(tex->gen_mipmaps)
{
glGenerateTextureMipmap(texture_id);
// glTexEnvf(GL_TEXTURE_FILTER_CONTROL,GL_TEXTURE_LOD_BIAS,-1.5f); //设置LOD偏向,负是更精细,正是更模糊
}
return(true);
}
int _GetImage(void *data_pointer, TSF fmt, int level,int width,int height) override
{
int compress;
int bytes;
const TextureFormat *tsf = TextureFormatInfoList + fmt;
glGetTextureLevelParameteriv(texture_id, level, GL_TEXTURE_COMPRESSED, &compress);
if (compress)
{
glGetTextureLevelParameteriv(texture_id, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &bytes);
if (data_pointer)
glGetCompressedTextureImage(texture_id, level, bytes, data_pointer);
}
else
{
if (tsf->video_bytes == 0)return(-1);
bytes = width*height*tsf->video_bytes;
if (data_pointer)
glGetTextureImage(texture_id, level, tsf->pixel_format, tsf->data_type, bytes, data_pointer);
}
return(bytes);
}
bool _ChangeImage(uint l, uint t, uint w, uint h, void *data, uint bytes, TSF sf) override
{
const TextureFormat *sfmt = TextureFormatInfoList + sf; //原始数据格式
if (sfmt->compress)
glCompressedTextureSubImage2D(texture_id, 0, l, t, w, h, sfmt->video_format, bytes, data);
else
glTextureSubImage2D(texture_id, 0, l, t, w, h, sfmt->pixel_format, sfmt->data_type, data);
return(true);
}
void GenMipmaps() override
{
glGenerateTextureMipmap(texture_id);
}
void GetMipmapLevel(int &base_level,int &max_level) override
{
glGetTextureParameteriv(texture_id,GL_TEXTURE_BASE_LEVEL,&base_level);
glGetTextureParameteriv(texture_id,GL_TEXTURE_MAX_LEVEL,&max_level);
}
};//class Texture2DDSA
Texture2D *CreateTexture2DDSA()
{
uint id;
glCreateTextures(GL_TEXTURE_2D,1,&id);
return(new Texture2DDSA(id));
}
}//namespace graph
}//namespace hgl

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#include<hgl/graph/TextureFormat.h>
namespace hgl
{
namespace graph
{
//贴图数据源格式
const TextureFormat TextureFormatInfoList[]=
{
{HGL_SF_NONE, "", false, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE ,0,0},
{HGL_SF_R8, "R8", false, 0, GL_R8, GL_RED, GL_UNSIGNED_BYTE ,1,1},
{HGL_SF_RG8, "RG8", false, 0, GL_RG8, GL_RG, GL_UNSIGNED_BYTE ,2,2},
{HGL_SF_RGB8, "RGB8", false, 0, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE ,3,3},
{HGL_SF_RGBA8, "RGBA8", false, 0, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE ,4,4},
{HGL_SF_SRGB8, "SRGB8", false, 0, GL_SRGB8, GL_SRGB, GL_UNSIGNED_BYTE ,4,4},
{HGL_SF_SRGBA8, "SRGBA8", false, 0, GL_SRGB8_ALPHA8, GL_SRGB_ALPHA, GL_UNSIGNED_BYTE ,5,5},
{HGL_SF_R16, "R16", false, 0, GL_R16, GL_RED, GL_UNSIGNED_SHORT ,2,2},
{HGL_SF_RG16, "RG16", false, 0, GL_RG16, GL_RG, GL_UNSIGNED_SHORT ,4,4},
{HGL_SF_RGB16, "RGB16", false, 0, GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT ,6,6},
{HGL_SF_RGBA16, "RGBA16", false, 0, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT ,8,8},
{HGL_SF_R16F, "R16F", false, 0, GL_R16F, GL_RED, GL_FLOAT ,2,2},
{HGL_SF_RG16F, "RG16F", false, 0, GL_RG16F, GL_RG, GL_FLOAT ,4,4},
{HGL_SF_RGB16F, "RGB16F", false, 0, GL_RGB16F, GL_RGB, GL_FLOAT ,6,6},
{HGL_SF_RGBA16F, "RGBA16F", false, 0, GL_RGBA16F, GL_RGBA, GL_FLOAT ,8,8},
{HGL_SF_R32F, "R32F", false, 0, GL_R32F, GL_RED, GL_FLOAT ,4,4},
{HGL_SF_RG32F, "RG32F", false, 0, GL_RG32F, GL_RG, GL_FLOAT ,8,8},
{HGL_SF_RGB32F, "RGB32F", false, 0, GL_RGB32F, GL_RGB, GL_FLOAT ,12,12},
{HGL_SF_RGBA32F, "RGBA32F", false, 0, GL_RGBA32F, GL_RGBA, GL_FLOAT ,16,16},
{HGL_SF_UNCOMPRESSED, "", false, 0, 0, 0, 0 ,0,0},
{HGL_SF_R3_G3_B2, "R3_G3_B2", false, 0, GL_R3_G3_B2, GL_RGB, GL_UNSIGNED_BYTE_3_3_2 ,1,1},
{HGL_SF_RGB565, "RGB565", false, 0, GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 ,2,2},
{HGL_SF_RGBA4, "RGBA4", false, 0, GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 ,2,2},
{HGL_SF_RGB5_A1, "RGB5_A1", false, 0, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 ,2,2},
{HGL_SF_RGB10_A2, "RGB10_A2", false, 0, GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_10_10_10_2 ,4,4},
{HGL_SF_RG11F_B10F, "RG11F_B10F", false, 0, GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV ,4,4},
{HGL_SF_RGB9_E5, "RGB9_E5", false, 0, GL_RGB9_E5, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV ,4,4},
{HGL_SF_DEPTH, "", false, 0, 0, 0, 0 ,0,0},
{HGL_SF_DEPTH16, "DEPTH16", false, 0, GL_DEPTH_COMPONENT16, GL_DEPTH, GL_UNSIGNED_SHORT ,2,2},
{HGL_SF_DEPTH24, "DEPTH24", false, 0, GL_DEPTH_COMPONENT24, GL_DEPTH, GL_UNSIGNED_BYTE ,3,3},
{HGL_SF_DEPTH32, "DEPTH32", false, 0, GL_DEPTH_COMPONENT32, GL_DEPTH, GL_UNSIGNED_INT ,4,4},
{HGL_SF_DEPTH32F, "DEPTH32F", false, 0, GL_DEPTH_COMPONENT32F, GL_DEPTH, GL_FLOAT ,4,4},
{HGL_SF_INDEX, "", false, 0, 0, 0, 0 ,0,0},
{HGL_SF_INDEX_16_RGB, "16RGB", false, 16, GL_LUMINANCE4, GL_RGB, GL_UNSIGNED_BYTE ,0,0},
{HGL_SF_INDEX_16_RGBA, "16RGBA", false, 16, GL_LUMINANCE4, GL_RGBA, GL_UNSIGNED_BYTE ,0,0},
{HGL_SF_INDEX_256_RGB, "256RGB", false, 256,GL_LUMINANCE8, GL_RGB, GL_UNSIGNED_BYTE ,0,0},
{HGL_SF_INDEX_256_RGBA, "256RGBA", false, 256,GL_LUMINANCE8, GL_RGBA, GL_UNSIGNED_BYTE ,0,0},
{HGL_SF_COMPRESSED, "", false, 0, 0, 0, 0 ,0,0},
/*
{HGL_SF_CR, "CR", true, 0, GL_COMPRESSED_RED, GL_RED, 0,0,0}, //注GL_COMPRESSED RED/RG/RGB/RGBA/SRGB/SRGBA这6个格式
{HGL_SF_CRG, "CRG", true, 0, GL_COMPRESSED_RG, GL_RG, 0,0,0}, //只能用于glTexImage由于显卡并不一定确定最终用什么算法
{HGL_SF_CRGB, "CRGB", true, 0, GL_COMPRESSED_RGB, GL_RGB, 0,0,0}, //所以用glGetCompressTexImage取出的数据不能在glCompressTexImage中用
{HGL_SF_CRGBA, "CRGBA", true, 0, GL_COMPRESSED_RGBA, GL_RGBA, 0,0,0},
{HGL_SF_CSRGB, "CSRGB", true, 0, GL_COMPRESSED_SRGB, GL_SRGB, 0,0,0},
{HGL_SF_CSRGBA, "CSRGBA", true, 0, GL_COMPRESSED_SRGB_ALPHA, GL_SRGB_ALPHA, 0,0,0},
*/
{HGL_SF_DXT1RGB, "DXT1RGB", true, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_RGB, 0,0,0},
{HGL_SF_DXT1RGBA, "DXT1RGBA", true, 0, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_RGBA, 0,0,0},
{HGL_SF_DXT3RGBA, "DXT3RGBA", true, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_RGBA, 0,0,0},
{HGL_SF_DXT5RGBA, "DXT5RGBA", true, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_RGBA, 0,0,0},
{HGL_SF_LATC1, "LATC1", true, 0, GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL_RED, 0,0,0},
{HGL_SF_LATC1s, "LATC1s", true, 0, GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT, GL_RED, 0,0,0},
{HGL_SF_LATC2, "LATC2", true, 0, GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL_RG, 0,0,0},
{HGL_SF_LATC2s, "LATC2s", true, 0, GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT, GL_RG, 0,0,0},
{HGL_SF_RGTC1, "RGTC1", true, 0, GL_COMPRESSED_RED_RGTC1, GL_RED, 0,0,0},
{HGL_SF_RGTC1s, "RGTC1s", true, 0, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_RED, 0,0,0},
{HGL_SF_RGTC2, "RGTC2", true, 0, GL_COMPRESSED_RG_RGTC2, GL_RG, 0,0,0},
{HGL_SF_RGTC2s, "RGTC2s", true, 0, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_RG, 0,0,0},
{HGL_SF_BPTC_RGBf, "BPTC_RGBf", true, 0, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_RGB, 0,0,0},
{HGL_SF_BPTC_RGBuf, "BPTC_RGBuf", true, 0, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_RGB, 0,0,0},
{HGL_SF_BPTC_RGBA, "BPTC_RGBA", true, 0, GL_COMPRESSED_RGBA_BPTC_UNORM, GL_RGBA, 0,0,0},
{HGL_SF_BPTC_SRGBA, "BPTC_SRGBA", true, 0, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_SRGB_ALPHA, 0,0,0},
{HGL_SF_ETC2_RGB8, "ETC2_RGB8", true, 0, GL_COMPRESSED_RGB8_ETC2, GL_RGB, 0,0,0},
{HGL_SF_ETC2_SRGB8, "ETC2_SRGB8", true, 0, GL_COMPRESSED_SRGB8_ETC2, GL_SRGB, 0,0,0},
{HGL_SF_ETC2_RGB8A1, "ETC2_RGB8A1", true, 0, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_RGBA, 0,0,0},
{HGL_SF_ETC2_SRGB8A1, "ETC2_SRGB8A1", true, 0, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_SRGB_ALPHA, 0,0,0},
{HGL_SF_ETC2_RGBA8, "ETC2_RGBA8", true, 0, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_RGBA, 0,0,0},
{HGL_SF_ETC2_SRGBA8, "ETC2_SRGBA8", true, 0, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, GL_SRGB_ALPHA, 0,0,0},
{HGL_SF_EAC_R11, "EAC_R11", true, 0, GL_COMPRESSED_R11_EAC, GL_RED, 0,0,0},
{HGL_SF_EAC_R11s, "EAC_R11s", true, 0, GL_COMPRESSED_SIGNED_R11_EAC, GL_RED, 0,0,0},
{HGL_SF_EAC_RG11, "EAC_RG11", true, 0, GL_COMPRESSED_RG11_EAC, GL_RG, 0,0,0},
{HGL_SF_EAC_RG11s, "EAC_RG11s", true, 0, GL_COMPRESSED_SIGNED_RG11_EAC, GL_RG, 0,0,0}
};//const TextureFormat TextureFormatInfoList[]
const int TextureFormatCount=sizeof(TextureFormatInfoList)/sizeof(TextureFormat);
bool TextureSourceFormatCheck(const TextureSourceFormat &tsf)
{
if(tsf<=HGL_SF_NONE
||tsf>=HGL_SF_END
||tsf==HGL_SF_UNCOMPRESSED
||tsf==HGL_SF_INDEX
||tsf==HGL_SF_COMPRESSED)
return(false);
return(true);
}
bool TextureSourceFormatDepthCheck(const TextureSourceFormat &tsf)
{
return (tsf>HGL_SF_DEPTH&&tsf<HGL_SF_INDEX);
}
TSF GetTextureFormatEnum(const char *str)
{
char fmt[17];
memcpy(fmt,str,16);
fmt[16]=0;
for(int i=0;i<TextureFormatCount;i++)
if(::strcmp(fmt,TextureFormatInfoList[i].name)==0)
return(TextureFormatInfoList[i].tsf);
return(HGL_SF_NONE);
}
}//namespace graph
}//namespace hgl