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https://github.com/OPM/ResInsight.git
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270 lines
9.7 KiB
C++
270 lines
9.7 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cvfBase.h"
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#include "cvfRenderStateTextureBindings.h"
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#include "cvfAssert.h"
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#include "cvfOpenGL.h"
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#include "cvfUniform.h"
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#include "cvfShaderProgram.h"
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#include "cvfTexture.h"
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#include "cvfSampler.h"
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#include "cvfOpenGLCapabilities.h"
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namespace cvf {
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//==================================================================================================
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///
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/// \class cvf::RenderStateTextureBindings
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/// \ingroup Render
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///
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/// \warning Requires OpenGL2 support
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///
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//==================================================================================================
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RenderStateTextureBindings::RenderStateTextureBindings()
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: RenderState(TEXTURE_BINDINGS),
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m_bindingCount(0)
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RenderStateTextureBindings::RenderStateTextureBindings(Texture* texture, Sampler* sampler, const char* samplerUniformName)
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: RenderState(TEXTURE_BINDINGS),
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m_bindingCount(0)
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{
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addBinding(texture, sampler, samplerUniformName);
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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RenderStateTextureBindings::~RenderStateTextureBindings()
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{
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RenderStateTextureBindings::addBinding(Texture* texture, Sampler* sampler, const char* samplerUniformName)
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{
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CVF_ASSERT(m_bindingCount < MAX_TEXTURE_UNITS - 1);
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CVF_ASSERT(texture && sampler && samplerUniformName);
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m_bindings[m_bindingCount].sampler = sampler;
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m_bindings[m_bindingCount].texture = texture;
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m_bindings[m_bindingCount].samplerUniformName = samplerUniformName;
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m_bindingCount++;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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int RenderStateTextureBindings::bindingCount() const
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{
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return m_bindingCount;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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Texture* RenderStateTextureBindings::texture(int bindingIdx)
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{
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CVF_ASSERT(bindingIdx >= 0 && bindingIdx < m_bindingCount);
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return m_bindings[bindingIdx].texture.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const Texture* RenderStateTextureBindings::texture(int bindingIdx) const
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{
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CVF_ASSERT(bindingIdx >= 0 && bindingIdx < m_bindingCount);
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return m_bindings[bindingIdx].texture.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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const Sampler* RenderStateTextureBindings::sampler(int bindingIdx) const
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{
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CVF_ASSERT(bindingIdx >= 0 && bindingIdx < m_bindingCount);
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return m_bindings[bindingIdx].sampler.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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Sampler* RenderStateTextureBindings::sampler(int bindingIdx)
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{
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CVF_ASSERT(bindingIdx >= 0 && bindingIdx < m_bindingCount);
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return m_bindings[bindingIdx].sampler.p();
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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String RenderStateTextureBindings::samplerUniformName(int bindingIdx) const
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{
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CVF_ASSERT(bindingIdx >= 0 && bindingIdx < m_bindingCount);
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return m_bindings[bindingIdx].samplerUniformName;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RenderStateTextureBindings::setupTextures(OpenGLContext* oglContext)
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{
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CVF_CALLSITE_OPENGL(oglContext);
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const OpenGLCapabilities* oglCaps = oglContext->capabilities();
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if (!oglCaps->supportsOpenGL2())
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{
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CVF_LOG_RENDER_ERROR(oglContext, "Context does not support texture setup using RenderStateTextureBindings.");
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return;
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}
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glActiveTexture(GL_TEXTURE0);
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int i;
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for (i = 0; i < m_bindingCount; i++)
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{
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Texture* texture = m_bindings[i].texture.p();
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if (texture->textureOglId() == 0)
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{
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
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texture->setupTexture(oglContext);
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CVF_CHECK_OGL(oglContext);
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}
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else
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{
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// Handle case where mipmap generation is enabled, but the mipmaps are not present
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// This will typically happen if the texture has been rendered to using an FBO
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// In that case the texture exists, but no mipmaps have yet been generated
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if (texture->isMipmapGenerationEnabled() && !texture->hasMipmap())
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{
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if (oglCaps->hasCapability(OpenGLCapabilities::GENERATE_MIPMAP_FUNC))
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{
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
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texture->generateMipmap(oglContext);
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CVF_CHECK_OGL(oglContext);
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}
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else
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{
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CVF_LOG_RENDER_ERROR(oglContext, "Context does not support explicit mipmap generation.");
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}
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void RenderStateTextureBindings::applyOpenGL(OpenGLContext* oglContext) const
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{
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CVF_CALLSITE_OPENGL(oglContext);
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// The apply function needs to work for all contexts in its default state
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// so just return if no bindings have been set
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if (m_bindingCount == 0)
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{
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return;
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}
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if (!oglContext->capabilities()->supportsOpenGL2())
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{
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CVF_LOG_RENDER_ERROR(oglContext, "Context does not support TextureBinding application.");
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return;
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}
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int i;
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for (i = 0; i < m_bindingCount; i++)
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{
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const Texture* texture = m_bindings[i].texture.p();
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const Sampler* sampler = m_bindings[i].sampler.p();
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CVF_ASSERT(texture && sampler);
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
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texture->bind(oglContext);
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texture->setupTextureParamsFromSampler(oglContext, *sampler);
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CVF_CHECK_OGL(oglContext);
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}
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}
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//--------------------------------------------------------------------------------------------------
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/// Specify the mapping between the sampler name in the shader program and the texture unit
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/// This is done by providing an Int Uniform with the name of the sampler and the index of the
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/// texture unit.
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//--------------------------------------------------------------------------------------------------
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void RenderStateTextureBindings::applySamplerTextureUnitUniforms(OpenGLContext* oglContext, ShaderProgram* shaderProgram) const
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{
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CVF_ASSERT(shaderProgram);
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int i;
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for (i = 0; i < m_bindingCount; i++)
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{
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UniformInt uniform(m_bindings[i].samplerUniformName.toAscii().ptr(), i);
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shaderProgram->applyUniform(oglContext, uniform);
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}
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}
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} // namespace cvf
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