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https://github.com/RGBCube/serenity
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LibGL: Introduce Texture base class for all texture types
This commit is contained in:
parent
09233b9e41
commit
fde0045ebe
7 changed files with 101 additions and 74 deletions
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@ -1,6 +1,6 @@
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set(SOURCES
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set(SOURCES
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Tex/NameAllocator.cpp
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Tex/NameAllocator.cpp
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Tex/Texture.cpp
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Tex/Texture2D.cpp
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Clipper.cpp
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Clipper.cpp
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GLBlend.cpp
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GLBlend.cpp
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GLColor.cpp
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GLColor.cpp
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@ -313,7 +313,7 @@ void SoftwareGLContext::gl_end()
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}
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}
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// FIXME: Change this when we have texture units/multi-texturing
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// FIXME: Change this when we have texture units/multi-texturing
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m_rasterizer.submit_triangle(triangle, *m_allocated_textures.find(1)->value);
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m_rasterizer.submit_triangle(triangle, *static_ptr_cast<Texture2D>(m_allocated_textures.find(1)->value));
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}
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}
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triangle_list.clear();
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triangle_list.clear();
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@ -667,7 +667,7 @@ void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
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for (auto i = 0; i < n; i++) {
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for (auto i = 0; i < n; i++) {
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GLuint name = textures[i];
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GLuint name = textures[i];
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m_allocated_textures.set(name, adopt_ref(*new Texture()));
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m_allocated_textures.set(name, adopt_ref(*new Texture2D()));
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}
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}
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}
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}
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@ -696,14 +696,14 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
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// We only support symbolic constants for now
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// We only support symbolic constants for now
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RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(level < 0 || level > Texture::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture::MAX_TEXTURE_SIZE) || height > (2 + Texture::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF((width & 2) != 0 || (height & 2) != 0, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF((width & 2) != 0 || (height & 2) != 0, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(border < 0 || border > 1, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(border < 0 || border > 1, GL_INVALID_VALUE);
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// TODO: Load texture from the currently active texture unit
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// TODO: Load texture from the currently active texture unit
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// This is to test the functionality of texture data upload
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// This is to test the functionality of texture data upload
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m_allocated_textures.find(1)->value->upload_texture_data(target, level, internal_format, width, height, border, format, type, data);
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static_ptr_cast<Texture2D>(m_allocated_textures.find(1)->value)->upload_texture_data(target, level, internal_format, width, height, border, format, type, data);
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}
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}
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void SoftwareGLContext::gl_front_face(GLenum face)
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void SoftwareGLContext::gl_front_face(GLenum face)
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@ -414,7 +414,7 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
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{
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{
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}
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}
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void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Texture& texture)
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void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Texture2D& texture)
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{
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{
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rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [&texture](const FloatVector2& uv, const FloatVector4& color) -> FloatVector4 {
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rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [&texture](const FloatVector2& uv, const FloatVector4& color) -> FloatVector4 {
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// TODO: We'd do some kind of multitexturing/blending here
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// TODO: We'd do some kind of multitexturing/blending here
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@ -9,7 +9,7 @@
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#include "DepthBuffer.h"
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#include "DepthBuffer.h"
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#include "GL/gl.h"
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#include "GL/gl.h"
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#include "GLStruct.h"
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#include "GLStruct.h"
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#include "Tex/Texture.h"
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#include "Tex/Texture2D.h"
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#include <AK/OwnPtr.h>
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#include <AK/OwnPtr.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Vector4.h>
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#include <LibGfx/Vector4.h>
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@ -31,7 +31,7 @@ class SoftwareRasterizer final {
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public:
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public:
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SoftwareRasterizer(const Gfx::IntSize& min_size);
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SoftwareRasterizer(const Gfx::IntSize& min_size);
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void submit_triangle(const GLTriangle& triangle, const Texture& texture);
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void submit_triangle(const GLTriangle& triangle, const Texture2D& texture);
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void resize(const Gfx::IntSize& min_size);
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void resize(const Gfx::IntSize& min_size);
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void clear_color(const FloatVector4&);
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void clear_color(const FloatVector4&);
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void clear_depth(float);
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void clear_depth(float);
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@ -1,78 +1,23 @@
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/*
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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*
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* SPDX-License-Identifier: BSD-2-Clause
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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*/
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#pragma once
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#pragma once
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#include <AK/Array.h>
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#include <AK/RefCounted.h>
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#include <AK/RefCounted.h>
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#include <AK/Vector.h>
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#include <LibGL/GL/gl.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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namespace GL {
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class Texture final : public RefCounted<Texture> {
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class Texture : public RefCounted<Texture> {
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public:
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public:
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// FIXME: These shouldn't really belong here, they're context specific.
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virtual ~Texture() { }
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static constexpr u16 MAX_TEXTURE_SIZE = 2048;
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static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
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class MipMap {
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virtual bool is_texture_1d() const { return false; }
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public:
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virtual bool is_texture_2d() const { return false; }
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MipMap() = default;
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virtual bool is_texture_3d() const { return false; }
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~MipMap() = default;
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virtual bool is_cube_map() const { return false; }
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void set_width(GLsizei width) { m_width = width; }
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void set_height(GLsizei height) { m_height = height; }
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GLsizei width() const { return m_width; }
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GLsizei height() const { return m_height; }
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Vector<u32>& pixel_data() { return m_pixel_data; }
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const Vector<u32>& pixel_data() const { return m_pixel_data; }
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private:
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GLsizei m_width;
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GLsizei m_height;
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Vector<u32> m_pixel_data;
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};
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// To quote the Khronos documentation:
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// "You could say that a texture object contains a sampler object, which you access through the texture interface."
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// FIXME: Better name?
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struct TextureSamplerParamaters {
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GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
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GLint m_mag_filter { GL_LINEAR };
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GLint m_wrap_s_mode { GL_REPEAT };
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GLint m_wrap_t_mode { GL_REPEAT };
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};
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public:
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Texture() = default;
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~Texture() { }
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void upload_texture_data(GLenum target, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
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void replace_sub_texture_data(GLint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data);
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FloatVector4 sample_texel(const FloatVector2& uv) const;
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GLenum internal_format() const { return m_internal_format; }
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private:
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template<typename TCallback>
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void swizzle(Vector<u32>& pixels, TCallback&& callback)
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{
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for (auto& pixel : pixels)
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pixel = callback(pixel);
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}
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private:
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// FIXME: Mipmaps are currently unused, but we have the plumbing for it at least
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Array<MipMap, LOG2_MAX_TEXTURE_SIZE> m_mipmaps;
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GLenum m_internal_format;
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TextureSamplerParamaters m_sampler_params;
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};
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};
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}
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}
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@ -6,12 +6,12 @@
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#include <AK/Format.h>
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#include <AK/Format.h>
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#include <LibGL/GL/gl.h>
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#include <LibGL/GL/gl.h>
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#include <LibGL/Tex/Texture.h>
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#include <LibGL/Tex/Texture2D.h>
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#include <string.h>
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#include <string.h>
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namespace GL {
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namespace GL {
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void Texture::upload_texture_data(GLenum, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint, GLenum format, GLenum, const GLvoid* pixels)
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void Texture2D::upload_texture_data(GLenum, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint, GLenum format, GLenum, const GLvoid* pixels)
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{
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{
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// NOTE: Some target, format, and internal formats are currently unsupported.
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// NOTE: Some target, format, and internal formats are currently unsupported.
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// Considering we control this library, and `gl.h` itself, we don't need to add any
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// Considering we control this library, and `gl.h` itself, we don't need to add any
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@ -112,7 +112,7 @@ void Texture::upload_texture_data(GLenum, GLint lod, GLint internal_format, GLsi
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mip.set_height(height);
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mip.set_height(height);
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}
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}
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FloatVector4 Texture::sample_texel(const FloatVector2& uv) const
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FloatVector4 Texture2D::sample_texel(const FloatVector2& uv) const
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{
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{
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auto& mip = m_mipmaps.at(0);
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auto& mip = m_mipmaps.at(0);
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82
Userland/Libraries/LibGL/Tex/Texture2D.h
Normal file
82
Userland/Libraries/LibGL/Tex/Texture2D.h
Normal file
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@ -0,0 +1,82 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include "Texture.h"
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#include <AK/Array.h>
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#include <AK/RefCounted.h>
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#include <AK/Vector.h>
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#include <LibGL/GL/gl.h>
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#include <LibGfx/Vector2.h>
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#include <LibGfx/Vector4.h>
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namespace GL {
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class Texture2D final : public Texture {
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public:
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// FIXME: These shouldn't really belong here, they're context specific.
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static constexpr u16 MAX_TEXTURE_SIZE = 2048;
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static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
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class MipMap {
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public:
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MipMap() = default;
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~MipMap() = default;
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void set_width(GLsizei width) { m_width = width; }
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void set_height(GLsizei height) { m_height = height; }
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GLsizei width() const { return m_width; }
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GLsizei height() const { return m_height; }
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Vector<u32>& pixel_data() { return m_pixel_data; }
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const Vector<u32>& pixel_data() const { return m_pixel_data; }
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private:
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GLsizei m_width;
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GLsizei m_height;
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Vector<u32> m_pixel_data;
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};
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// To quote the Khronos documentation:
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// "You could say that a texture object contains a sampler object, which you access through the texture interface."
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// FIXME: Better name?
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struct TextureSamplerParamaters {
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GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
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GLint m_mag_filter { GL_LINEAR };
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GLint m_wrap_s_mode { GL_REPEAT };
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GLint m_wrap_t_mode { GL_REPEAT };
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};
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public:
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Texture2D() = default;
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~Texture2D() { }
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virtual bool is_texture_2d() const override { return true; }
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void upload_texture_data(GLenum target, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
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void replace_sub_texture_data(GLint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data);
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FloatVector4 sample_texel(const FloatVector2& uv) const;
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GLenum internal_format() const { return m_internal_format; }
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private:
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template<typename TCallback>
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void swizzle(Vector<u32>& pixels, TCallback&& callback)
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{
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for (auto& pixel : pixels)
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pixel = callback(pixel);
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}
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private:
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// FIXME: Mipmaps are currently unused, but we have the plumbing for it at least
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Array<MipMap, LOG2_MAX_TEXTURE_SIZE> m_mipmaps;
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GLenum m_internal_format;
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TextureSamplerParamaters m_sampler_params;
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};
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}
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