1 /*
2   -----------------------------------------------------------------------------
3   This source file is part of OGRE
4   (Object-oriented Graphics Rendering Engine)
5   For the latest info, see http://www.ogre3d.org/
6 
7 Copyright (c) 2000-2014 Torus Knot Software Ltd
8 
9   Permission is hereby granted, free of charge, to any person obtaining a copy
10   of this software and associated documentation files (the "Software"), to deal
11   in the Software without restriction, including without limitation the rights
12   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13   copies of the Software, and to permit persons to whom the Software is
14   furnished to do so, subject to the following conditions:
15 
16   The above copyright notice and this permission notice shall be included in
17   all copies or substantial portions of the Software.
18 
19   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25   THE SOFTWARE.
26   -----------------------------------------------------------------------------
27 */
28 
29 #include "OgreGL3PlusTextureManager.h"
30 #include "OgreGL3PlusStateCacheManager.h"
31 #include "OgreGL3PlusRenderSystem.h"
32 #include "OgreGLRenderTexture.h"
33 #include "OgreRoot.h"
34 #include "OgreGL3PlusPixelFormat.h"
35 
36 #ifndef GL_EXT_texture_filter_anisotropic
37 #define GL_TEXTURE_MAX_ANISOTROPY_EXT     0x84FE
38 #endif
39 
40 namespace Ogre {
getCombinedMinMipFilter(FilterOptions min,FilterOptions mip)41     GLint GL3PlusSampler::getCombinedMinMipFilter(FilterOptions min, FilterOptions mip)
42     {
43         switch(min)
44         {
45         case FO_ANISOTROPIC:
46         case FO_LINEAR:
47             switch (mip)
48             {
49             case FO_ANISOTROPIC:
50             case FO_LINEAR:
51                 // linear min, linear mip
52                 return GL_LINEAR_MIPMAP_LINEAR;
53             case FO_POINT:
54                 // linear min, point mip
55                 return GL_LINEAR_MIPMAP_NEAREST;
56             case FO_NONE:
57                 // linear min, no mip
58                 return GL_LINEAR;
59             }
60             break;
61         case FO_POINT:
62         case FO_NONE:
63             switch (mip)
64             {
65             case FO_ANISOTROPIC:
66             case FO_LINEAR:
67                 // nearest min, linear mip
68                 return GL_NEAREST_MIPMAP_LINEAR;
69             case FO_POINT:
70                 // nearest min, point mip
71                 return GL_NEAREST_MIPMAP_NEAREST;
72             case FO_NONE:
73                 // nearest min, no mip
74                 return GL_NEAREST;
75             }
76             break;
77         }
78 
79         // should never get here
80         return 0;
81     }
82 
getTextureAddressingMode(TextureAddressingMode tam)83     GLint GL3PlusSampler::getTextureAddressingMode(TextureAddressingMode tam)
84     {
85         switch (tam)
86         {
87         default:
88         case TextureUnitState::TAM_WRAP:
89             return GL_REPEAT;
90         case TextureUnitState::TAM_MIRROR:
91             return GL_MIRRORED_REPEAT;
92         case TextureUnitState::TAM_CLAMP:
93             return GL_CLAMP_TO_EDGE;
94         case TextureUnitState::TAM_BORDER:
95             return GL_CLAMP_TO_BORDER;
96         }
97     }
98 
GL3PlusSampler(GL3PlusRenderSystem * rs)99     GL3PlusSampler::GL3PlusSampler(GL3PlusRenderSystem* rs) : mSamplerId(0)
100     {
101         if(rs->hasMinGLVersion(3, 3))
102             glGenSamplers(1, &mSamplerId);
103     }
~GL3PlusSampler()104     GL3PlusSampler::~GL3PlusSampler()
105     {
106         glDeleteSamplers(1, &mSamplerId);
107     }
bind(uint32 unit)108     void GL3PlusSampler::bind(uint32 unit)
109     {
110         OGRE_CHECK_GL_ERROR(glBindSampler(unit, mSamplerId));
111 
112         if(!mDirty)
113             return;
114 
115         OGRE_CHECK_GL_ERROR(glSamplerParameteri(mSamplerId, GL_TEXTURE_WRAP_S,
116                                                 getTextureAddressingMode(mAddressMode.u)));
117         OGRE_CHECK_GL_ERROR(glSamplerParameteri(mSamplerId, GL_TEXTURE_WRAP_T,
118                                                 getTextureAddressingMode(mAddressMode.v)));
119         OGRE_CHECK_GL_ERROR(glSamplerParameteri(mSamplerId, GL_TEXTURE_WRAP_R,
120                                                 getTextureAddressingMode(mAddressMode.w)));
121 
122         if (mAddressMode.u == TAM_BORDER || mAddressMode.v == TAM_BORDER || mAddressMode.w == TAM_BORDER)
123             OGRE_CHECK_GL_ERROR(glSamplerParameterfv( mSamplerId, GL_TEXTURE_BORDER_COLOR, mBorderColour.ptr()));
124         OGRE_CHECK_GL_ERROR(glSamplerParameterf(mSamplerId, GL_TEXTURE_LOD_BIAS, mMipmapBias));
125 
126         auto caps = Root::getSingleton().getRenderSystem()->getCapabilities();
127         if (caps->hasCapability(RSC_ANISOTROPY))
128             OGRE_CHECK_GL_ERROR(
129                 glSamplerParameteri(mSamplerId, GL_TEXTURE_MAX_ANISOTROPY_EXT,
130                                     std::min<uint>(caps->getMaxSupportedAnisotropy(), mMaxAniso)));
131 
132         OGRE_CHECK_GL_ERROR(
133             glSamplerParameteri(mSamplerId, GL_TEXTURE_COMPARE_MODE,
134                                 mCompareEnabled ? GL_COMPARE_REF_TO_TEXTURE : GL_NONE));
135         OGRE_CHECK_GL_ERROR(
136             glSamplerParameteri(mSamplerId, GL_TEXTURE_COMPARE_FUNC,
137                                 GL3PlusRenderSystem::convertCompareFunction(mCompareFunc)));
138 
139         // Combine with existing mip filter
140         OGRE_CHECK_GL_ERROR(glSamplerParameteri(mSamplerId, GL_TEXTURE_MIN_FILTER,
141                                                 getCombinedMinMipFilter(mMinFilter, mMipFilter)));
142 
143         switch (mMagFilter)
144         {
145         case FO_ANISOTROPIC: // GL treats linear and aniso the same
146         case FO_LINEAR:
147             OGRE_CHECK_GL_ERROR(glSamplerParameteri(mSamplerId, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
148             break;
149         case FO_POINT:
150         case FO_NONE:
151             OGRE_CHECK_GL_ERROR(glSamplerParameteri(mSamplerId, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
152             break;
153         }
154 
155         mDirty = false;
156     }
157 
GL3PlusTextureManager(GL3PlusRenderSystem * renderSystem)158     GL3PlusTextureManager::GL3PlusTextureManager(GL3PlusRenderSystem* renderSystem)
159         : TextureManager(), mRenderSystem(renderSystem)
160     {
161         // Register with group manager
162         ResourceGroupManager::getSingleton()._registerResourceManager(mResourceType, this);
163     }
164 
~GL3PlusTextureManager()165     GL3PlusTextureManager::~GL3PlusTextureManager()
166     {
167         // Unregister with group manager
168         ResourceGroupManager::getSingleton()._unregisterResourceManager(mResourceType);
169     }
170 
createImpl(const String & name,ResourceHandle handle,const String & group,bool isManual,ManualResourceLoader * loader,const NameValuePairList * createParams)171     Resource* GL3PlusTextureManager::createImpl(const String& name, ResourceHandle handle,
172                                                 const String& group, bool isManual,
173                                                 ManualResourceLoader* loader,
174                                                 const NameValuePairList* createParams)
175     {
176         return new GL3PlusTexture(this, name, handle, group, isManual, loader, mRenderSystem);
177     }
178 
_createSamplerImpl()179     SamplerPtr GL3PlusTextureManager::_createSamplerImpl()
180     {
181         return std::make_shared<GL3PlusSampler>(mRenderSystem);
182     }
183 
184     // TexturePtr GL3PlusTextureManager::createManual(const String & name, const String& group,
185     //                                                TextureType texType, uint width, uint height, uint depth, int numMipmaps,
186     //                                                PixelFormat format, int usage, ManualResourceLoader* loader, bool hwGamma,
187     //                                                uint fsaa, const String& fsaaHint)
188     // {
189     //     TexturePtr texture = TextureManager::createManual(
190     //         name, group, texType,
191     //         width, height, depth, numMipmaps,
192     //         format, usage, loader, hwGamma,
193     //         fsaa, fsaaHint);
194 
195     //     if (texture->getUsage() == TU_DYNAMIC_SHADER)
196     //     {
197     //         registerImage(texture);
198     //     }
199 
200     //     return texture;
201     // }
202 
203 
getNativeFormat(TextureType ttype,PixelFormat format,int usage)204     PixelFormat GL3PlusTextureManager::getNativeFormat(TextureType ttype, PixelFormat format, int usage)
205     {
206         // Adjust requested parameters to capabilities
207         const RenderSystemCapabilities *caps = Root::getSingleton().getRenderSystem()->getCapabilities();
208 
209         // Check compressed texture support
210         // if a compressed format not supported, revert to PF_A8R8G8B8
211         if(PixelUtil::isCompressed(format) &&
212            !caps->hasCapability( RSC_TEXTURE_COMPRESSION_DXT ))
213         {
214             return PF_BYTE_RGBA;
215         }
216         // if floating point textures not supported, revert to PF_A8R8G8B8
217         if (PixelUtil::isFloatingPoint(format) &&
218             !caps->hasCapability(RSC_TEXTURE_FLOAT))
219         {
220             return PF_BYTE_RGBA;
221         }
222 
223         if(GL3PlusPixelUtil::getGLInternalFormat(format) == GL_NONE)
224         {
225             return PF_BYTE_RGBA;
226         }
227 
228         // Check if this is a valid rendertarget format
229         if (usage & TU_RENDERTARGET)
230         {
231             /// Get closest supported alternative
232             /// If mFormat is supported it's returned
233             return GL3PlusRTTManager::getSingleton().getSupportedAlternative(format);
234         }
235 
236         // Supported
237         return format;
238     }
239 
240     // void GL3PlusTextureManager::registerImage(TexturePtr texture)
241     // {
242     //     mImages.push_back(texture);
243     // }
244 
245     //FIXME Should this become a standard Texture class feature?
246     // void GL3PlusTextureManager::bindImages()
247     // {
248     //     //FIXME currently produces a GL_INVALID_OPERATION, so temporarily run once
249     //     // static bool images_bound = false;
250 
251     //     TexturePtrList::iterator texture = mImages.begin();
252     //     TexturePtrList::iterator end = mImages.end();
253 
254     //     // if (!images_bound && !mImages.empty()) {
255     //         for (; texture != end; texture++)
256     //         {
257     //             //std::cout << "IMAGE LOAD/STORE" << std::endl;
258     //             GL3PlusTexturePtr tex = texture->staticCast<GL3PlusTexture>();
259     //             //TODO This needs to be redone so that:
260     //             // * binding point (first parameter) and possibly other parameters come from shader
261     //             // * simple conversion of shader format to GLenum format
262     //             // * material scripts can create images
263     //             //OGRE_CHECK_GL_ERROR(glBindImageTexture(0, tex->getGLID(), 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8));
264     //         }
265     //         // images_bound = true;
266     //     // }
267     // }
268 }
269