Added texture data format support
This commit is contained in:
@ -36,7 +36,12 @@ int32_t Texture::getHeight() {
|
||||
return this->height;
|
||||
}
|
||||
|
||||
void Texture::setSize(int32_t width, int32_t height, enum TextureFormat format) {
|
||||
void Texture::setSize(
|
||||
int32_t width,
|
||||
int32_t height,
|
||||
enum TextureFormat format,
|
||||
enum TextureDataFormat dataFormat
|
||||
) {
|
||||
if(this->id != -1) {
|
||||
glDeleteTextures(1, &this->id);
|
||||
this->id = -1;
|
||||
@ -45,6 +50,7 @@ void Texture::setSize(int32_t width, int32_t height, enum TextureFormat format)
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
this->format = format;
|
||||
this->dataFormat = dataFormat;
|
||||
|
||||
glGenTextures(1, &this->id);
|
||||
if(this->id <= 0) throw "Texture generation failed!";
|
||||
@ -151,7 +157,6 @@ void Texture::updateTextureProperties() {
|
||||
|
||||
void Texture::bufferRaw(void *data) {
|
||||
assertTrue(this->isReady());
|
||||
glBindTexture(GL_TEXTURE_2D, this->id);
|
||||
|
||||
GLenum format;
|
||||
switch(this->format) {
|
||||
@ -175,25 +180,43 @@ void Texture::bufferRaw(void *data) {
|
||||
assertUnreachable();
|
||||
}
|
||||
|
||||
GLenum dataFormat;
|
||||
switch(this->dataFormat) {
|
||||
case TEXTURE_DATA_FORMAT_UNSIGNED_BYTE:
|
||||
dataFormat = GL_UNSIGNED_BYTE;
|
||||
break;
|
||||
|
||||
case TEXTURE_DATA_FORMAT_FLOAT:
|
||||
dataFormat = GL_FLOAT;
|
||||
break;
|
||||
|
||||
default:
|
||||
assertUnreachable();
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, this->id);
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D, 0, format,
|
||||
this->width, this->height,
|
||||
0, format, GL_UNSIGNED_BYTE, data
|
||||
0, format, dataFormat, data
|
||||
);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
this->texturePropertiesNeedUpdating = true;
|
||||
}
|
||||
|
||||
void Texture::buffer(struct ColorU8 pixels[]) {
|
||||
assertTrue(this->dataFormat == TEXTURE_DATA_FORMAT_UNSIGNED_BYTE);
|
||||
this->bufferRaw((void*)pixels);
|
||||
}
|
||||
|
||||
void Texture::buffer(struct Color pixels[]) {
|
||||
assertTrue(this->dataFormat == TEXTURE_DATA_FORMAT_FLOAT);
|
||||
assertTrue(this->format == TEXTURE_FORMAT_RGBA);
|
||||
this->bufferRaw((void*)pixels);
|
||||
// assertUnreachable();
|
||||
}
|
||||
|
||||
void Texture::buffer(uint8_t pixels[]) {
|
||||
assertTrue(this->dataFormat == TEXTURE_DATA_FORMAT_UNSIGNED_BYTE);
|
||||
this->bufferRaw((void*)pixels);
|
||||
}
|
||||
|
||||
|
@ -20,6 +20,7 @@ namespace Dawn {
|
||||
int32_t height = -1;
|
||||
GLuint id = -1;
|
||||
enum TextureFormat format;
|
||||
enum TextureDataFormat dataFormat;
|
||||
|
||||
void updateTextureProperties();
|
||||
void bufferRaw(void *data);
|
||||
@ -28,7 +29,12 @@ namespace Dawn {
|
||||
Texture();
|
||||
int32_t getWidth() override;
|
||||
int32_t getHeight() override;
|
||||
void setSize(int32_t width, int32_t height, enum TextureFormat format) override;
|
||||
void setSize(
|
||||
int32_t width,
|
||||
int32_t height,
|
||||
enum TextureFormat format,
|
||||
enum TextureDataFormat dataFormat
|
||||
) override;
|
||||
void fill(struct Color) override;
|
||||
void fill(uint8_t) override;
|
||||
bool_t isReady() override;
|
||||
|
@ -26,7 +26,7 @@ void TextureRenderTarget::setSize(float_t width, float_t height) {
|
||||
if(this->fboId != -1) glDeleteFramebuffers(1, &this->fboId);
|
||||
|
||||
// Resize texture
|
||||
this->texture.setSize((int32_t)width, (int32_t)height, TEXTURE_FORMAT_RGBA);
|
||||
this->texture.setSize((int32_t)width, (int32_t)height, TEXTURE_FORMAT_RGBA, TEXTURE_DATA_FORMAT_FLOAT);
|
||||
this->eventRenderTargetResized.invoke(this, width, height);
|
||||
|
||||
// Create Frame Buffer
|
||||
|
@ -17,10 +17,10 @@ void SimpleBillboardedShader::compile() {
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n" +
|
||||
|
||||
RenderPipelineShaderBuffer::getShaderUniform() + ""
|
||||
|
||||
"uniform mat4 u_Proj;\n"
|
||||
"uniform mat4 u_View;\n"
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
@ -31,7 +31,7 @@ void SimpleBillboardedShader::compile() {
|
||||
"vec3 right = normalize(cross(up, viewDirection));\n"
|
||||
"up = normalize(cross(viewDirection, right));\n"
|
||||
"vec3 billboardPosCam = vec3(u_View * vec4(billboardPos, 1.0));\n"
|
||||
"gl_Position = u_Proj * vec4(billboardPosCam + (right * aPos.x + up * aPos.y), 1.0);\n"
|
||||
"gl_Position = u_Projection * vec4(billboardPosCam + (right * aPos.x + up * aPos.y), 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
@ -53,10 +53,10 @@ void SimpleBillboardedShader::compile() {
|
||||
);
|
||||
#endif
|
||||
|
||||
this->paramProjection = this->getParameterByName("u_Proj");
|
||||
this->paramView = this->getParameterByName("u_View");
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
|
||||
this->bufferRenderPipeline = this->getBufferLocationByName(RenderPipelineShaderBuffer::getShaderUniformName());
|
||||
}
|
@ -5,12 +5,12 @@
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleBillboardedShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramProjection;
|
||||
shaderparameter_t paramView;
|
||||
shaderbufferlocation_t bufferRenderPipeline;
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
|
@ -23,7 +23,32 @@ void SimpleBillboardedMaterial::onDispose() {
|
||||
}
|
||||
|
||||
std::vector<struct ShaderPassItem> SimpleBillboardedMaterial::getRenderPasses(IRenderableContext &context) {
|
||||
return {
|
||||
auto mesh = this->item->getComponent<MeshRenderer>();
|
||||
auto shader = this->getGame()->renderManager.getShaderManager()->getShader<SimpleBillboardedShader>(this->shaderLock);
|
||||
|
||||
};
|
||||
assertNotNull(mesh);
|
||||
assertNotNull(mesh->mesh);
|
||||
assertNotNull(shader);
|
||||
|
||||
struct ShaderPassItem onlyPass;
|
||||
onlyPass.mesh = mesh->mesh;
|
||||
onlyPass.shader = shader;
|
||||
onlyPass.colorValues[shader->paramColor] = this->color;
|
||||
onlyPass.matrixValues[shader->paramModel] = this->transform->getWorldTransform();
|
||||
onlyPass.parameterBuffers[shader->bufferRenderPipeline] = &context.renderPipeline->shaderBuffer;
|
||||
|
||||
onlyPass.renderFlags = (
|
||||
RENDER_MANAGER_RENDER_FLAG_BLEND |
|
||||
RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
|
||||
);
|
||||
|
||||
if(this->texture != nullptr) {
|
||||
onlyPass.boolValues[shader->paramHasTexture] = true;
|
||||
onlyPass.textureSlots[0] = this->texture;
|
||||
onlyPass.textureValues[shader->paramTexture] = 0;
|
||||
} else {
|
||||
onlyPass.boolValues[shader->paramHasTexture] = false;
|
||||
}
|
||||
|
||||
return { onlyPass };
|
||||
}
|
@ -5,6 +5,7 @@
|
||||
|
||||
#pragma once
|
||||
#include "scene/components/display/Material.hpp"
|
||||
#include "scene/components/display/mesh/MeshRenderer.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleBillboardedMaterial : public Material {
|
||||
|
Reference in New Issue
Block a user