ResInsight/Fwk/VizFwk/LibRender/cvfRenderStateTextureBindings.cpp

270 lines
9.7 KiB
C++

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