using a texture for the grid is better
[vrfileman] / src / texture.cc
diff --git a/src/texture.cc b/src/texture.cc
new file mode 100644 (file)
index 0000000..95d34e3
--- /dev/null
@@ -0,0 +1,429 @@
+#include <stdlib.h>
+#include "texture.h"
+#include "image.h"
+#include "opengl.h"
+#include "imago2.h"
+
+#if defined(GL_ES_VERSION_2_0) || defined(GL_VERSION_3_0)
+#define USE_GL_GENERATE_MIPMAP
+#elif defined(__GLEW_H__)
+#define USE_SGIS_GENERATE_MIPMAP
+#endif
+
+static int glifmt_from_ifmt(unsigned int ifmt);
+static int glfmt_from_ifmt(unsigned int ifmt);
+static int gltype_from_ifmt(unsigned int ifmt);
+
+static int glifmt_from_imgfmt(Image::Format fmt);
+static Image::Format imgfmt_from_glifmt(unsigned int ifmt);
+
+static unsigned int cur_target[8] = {
+       GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D,
+       GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D
+};
+
+void bind_texture(Texture *tex, int tunit)
+{
+       if(tex) {
+               tex->bind(tunit);
+       } else {
+               glActiveTexture(GL_TEXTURE0 + tunit);
+               glBindTexture(cur_target[tunit], 0);
+               glActiveTexture(GL_TEXTURE0);
+       }
+}
+
+Texture *load_texture(const char *fname)
+{
+       TextureCube *texcube = new TextureCube;
+       if(texcube->load(fname)) {
+               return texcube;
+       }
+       delete texcube;
+
+       Texture2D *tex = new Texture2D;
+       if(tex->load(fname)) {
+               return tex;
+       }
+       delete tex;
+       return 0;
+}
+
+
+Texture::Texture()
+{
+       target = 0;
+       sz[0] = sz[1] = sz[2] = 0;
+       texfmt = 0;
+
+       glGenTextures(1, &id);
+}
+
+Texture::~Texture()
+{
+       if(id) {
+               glDeleteTextures(1, &id);
+       }
+}
+
+void Texture::set_wrapping(unsigned int wrap)
+{
+       if(!target) {
+               return;
+       }
+
+       glBindTexture(target, id);
+       glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap);
+       glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap);
+}
+
+void Texture::set_filtering(unsigned int filt)
+{
+       unsigned int mag_filter;
+
+       if(!target) {
+               return;
+       }
+
+       switch(filt) {
+       case GL_LINEAR_MIPMAP_NEAREST:
+       case GL_LINEAR_MIPMAP_LINEAR:
+               mag_filter = GL_LINEAR;
+               break;
+
+       case GL_NEAREST_MIPMAP_NEAREST:
+       case GL_NEAREST_MIPMAP_LINEAR:
+               mag_filter = GL_NEAREST;
+               break;
+
+       default:
+               mag_filter = filt;
+       }
+
+       set_filtering(filt, mag_filter);
+}
+
+void Texture::set_filtering(unsigned int min_filt, unsigned int mag_filt)
+{
+       glBindTexture(target, id);
+       glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filt);
+       glTexParameteri(target, GL_TEXTURE_MAG_FILTER, mag_filt);
+}
+
+unsigned int Texture::get_format() const
+{
+       return texfmt;
+}
+
+int Texture::get_size(int dim) const
+{
+       if(dim < 0 || dim >= 3) {
+               return 0;
+       }
+       return sz[dim];
+}
+
+unsigned int Texture::get_id() const
+{
+       return id;
+}
+
+void Texture::bind(int tex_unit) const
+{
+       glActiveTexture(GL_TEXTURE0 + tex_unit);
+       glBindTexture(target, id);
+       glActiveTexture(GL_TEXTURE0);
+
+       cur_target[tex_unit] = target;
+}
+
+
+// ---- Texture2D ----
+
+Texture2D::Texture2D()
+{
+       target = GL_TEXTURE_2D;
+}
+
+TextureType Texture2D::get_type() const
+{
+       return TEXTURE_2D;
+}
+
+void Texture2D::create(int xsz, int ysz, unsigned int ifmt)
+{
+       int fmt = glfmt_from_ifmt(ifmt);
+       int type = gltype_from_ifmt(ifmt);
+
+       glBindTexture(GL_TEXTURE_2D, id);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexImage2D(GL_TEXTURE_2D, 0, glifmt_from_ifmt(ifmt), xsz, ysz, 0, fmt, type, 0);
+       sz[0] = xsz;
+       sz[1] = ysz;
+       texfmt = ifmt;
+}
+
+void Texture2D::set_image(const Image &img, int idx)
+{
+       texfmt = glifmt_from_imgfmt(img.get_format());
+       unsigned int fmt = glfmt_from_ifmt(texfmt);
+       unsigned int type = gltype_from_ifmt(texfmt);
+
+       sz[0] = img.get_width();
+       sz[1] = img.get_height();
+
+       glBindTexture(GL_TEXTURE_2D, id);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+#ifdef USE_SGIS_GENERATE_MIPMAP
+       if(GLEW_SGIS_generate_mipmap) {
+               glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
+#endif
+               glTexImage2D(GL_TEXTURE_2D, 0, texfmt, sz[0], sz[1], 0, fmt, type, img.get_pixels());
+#ifdef USE_SGIS_GENERATE_MIPMAP
+       } else {
+               gluBuild2DMipmaps(GL_TEXTURE_2D, texfmt, sz[0], sz[1], fmt, type, img.get_pixels());
+       }
+#endif
+
+#ifdef USE_GL_GENERATE_MIPMAP
+       glGenerateMipmap(GL_TEXTURE_2D);
+#endif
+}
+
+void Texture2D::get_image(Image *img, int idx) const
+{
+#ifndef GL_ES_VERSION_2_0
+       glBindTexture(GL_TEXTURE_2D, id);
+
+       Image::Format img_fmt = imgfmt_from_glifmt(texfmt);
+       img->create(sz[0], sz[1], img_fmt);
+
+       unsigned int fmt = glfmt_from_ifmt(texfmt);
+       unsigned int type = gltype_from_ifmt(texfmt);
+       glGetTexImage(GL_TEXTURE_2D, 0, fmt, type, img->get_pixels());
+#endif // GL_ES_VERSION_2_0
+}
+
+void Texture2D::set_subimage(const Image &img, int xoffs, int yoffs)
+{
+       unsigned int ifmt = glifmt_from_imgfmt(img.get_format());
+
+       glBindTexture(GL_TEXTURE_2D, id);
+       glTexSubImage2D(GL_TEXTURE_2D, 0, xoffs, yoffs, img.get_width(), img.get_height(),
+                       glfmt_from_ifmt(ifmt), gltype_from_ifmt(ifmt), img.get_pixels());
+}
+
+bool Texture2D::load(const char *fname)
+{
+       Image img;
+       if(!img.load(fname)) {
+               fprintf(stderr, "failed to load 2D texture: %s\n", fname);
+               return false;
+       }
+       set_image(img);
+
+       printf("loaded 2D texture: %s\n", fname);
+       return true;
+}
+
+bool Texture2D::save(const char *fname) const
+{
+#ifndef GL_ES_VERSION_2_0
+       unsigned char *pixels = new unsigned char[sz[0] * sz[1] * 4];
+
+       glBindTexture(GL_TEXTURE_2D, id);
+       glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+       if(img_save_pixels(fname, pixels, sz[0], sz[1]) == -1) {
+               fprintf(stderr, "failed to save 2D texture: %s\n", fname);
+               delete [] pixels;
+               return false;
+       }
+
+       printf("saved 2D texture: %s\n", fname);
+       delete [] pixels;
+       return true;
+#else
+       return false;   // TODO
+#endif
+}
+
+// ---- TextureCube ----
+static unsigned int cube_faces[] = {
+       GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+       GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+       GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+       GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+       GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+       GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
+};
+
+TextureCube::TextureCube()
+{
+       target = GL_TEXTURE_CUBE_MAP;
+}
+
+TextureType TextureCube::get_type() const
+{
+       return TEXTURE_CUBE;
+}
+
+
+void TextureCube::create(int xsz, int ysz, unsigned int ifmt)
+{
+       if(xsz != ysz) {
+               fprintf(stderr, "trying to create cubemap with different width and height (%dx%d)\n", xsz, ysz);
+               return;
+       }
+
+       texfmt = ifmt;
+
+       glBindTexture(GL_TEXTURE_CUBE_MAP, id);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+       for(int i=0; i<6; i++) {
+               glTexImage2D(cube_faces[i], 0, ifmt, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+       }
+}
+
+void TextureCube::set_image(const Image &img, int idx)
+{
+       // TODO
+}
+
+void TextureCube::get_image(Image *img, int idx) const
+{
+       // TODO
+}
+
+bool TextureCube::load(const char *fname)
+{
+       return false;   // TODO
+}
+
+bool TextureCube::save(const char *fname) const
+{
+       return false;   // TODO
+}
+
+static int glifmt_from_ifmt(unsigned int ifmt)
+{
+#ifdef GL_ES_VERSION_2_0
+       switch(ifmt) {
+       case GL_LUMINANCE16F:
+       case GL_LUMINANCE32F:
+               ifmt = GL_LUMINANCE;
+               break;
+
+       case GL_RGB16F:
+       case GL_RGB32F:
+               ifmt = GL_RGB;
+               break;
+
+       case GL_RGBA16F:
+       case GL_RGBA32F:
+               ifmt = GL_RGBA;
+               break;
+
+       default:
+               break;
+       }
+#endif
+       return ifmt;    // by default just pass it through...
+}
+
+static int glfmt_from_ifmt(unsigned int ifmt)
+{
+       switch(ifmt) {
+       case GL_LUMINANCE16F:
+       case GL_LUMINANCE32F:
+               return GL_LUMINANCE;
+
+       case GL_RGB16F:
+       case GL_RGB32F:
+               return GL_RGB;
+
+       case GL_RGBA16F:
+       case GL_RGBA32F:
+               return GL_RGBA;
+
+       default:
+               break;
+       }
+       return ifmt;
+}
+
+static int gltype_from_ifmt(unsigned int ifmt)
+{
+       switch(ifmt) {
+       case GL_RGB16F:
+       case GL_RGBA16F:
+       case GL_LUMINANCE16F:
+#ifdef GL_ES_VERSION_2_0
+               return GL_HALF_FLOAT_OES;
+#endif
+       case GL_RGB32F:
+       case GL_RGBA32F:
+       case GL_LUMINANCE32F:
+               return GL_FLOAT;
+
+       default:
+               break;
+       }
+       return GL_UNSIGNED_BYTE;
+}
+
+static int glifmt_from_imgfmt(Image::Format fmt)
+{
+       switch(fmt) {
+       case Image::FMT_GREY:
+               return GL_LUMINANCE;
+       case Image::FMT_GREY_FLOAT:
+               return GL_LUMINANCE16F;
+       case Image::FMT_RGB:
+               return GL_RGB;
+       case Image::FMT_RGB_FLOAT:
+               return GL_RGB16F;
+       case Image::FMT_RGBA:
+               return GL_RGBA;
+       case Image::FMT_RGBA_FLOAT:
+               return GL_RGBA16F;
+       default:
+               break;
+       }
+       return 0;
+}
+
+static Image::Format imgfmt_from_glifmt(unsigned int ifmt)
+{
+       switch(ifmt) {
+       case GL_LUMINANCE:
+               return Image::FMT_GREY;
+       case GL_LUMINANCE16F:
+               return Image::FMT_GREY_FLOAT;
+       case GL_RGB:
+               return Image::FMT_RGB;
+       case GL_RGB16F:
+               return Image::FMT_RGB_FLOAT;
+       case GL_RGBA:
+               return Image::FMT_RGBA;
+       case GL_RGBA16F:
+               return Image::FMT_RGBA_FLOAT;
+       default:
+               break;
+       }
+
+       fprintf(stderr, "imgfmt_from_glifmt: unknown internal format: %x\n", ifmt);
+#ifndef NDEBUG
+       abort();
+#endif
+       return Image::FMT_RGBA; // ... whatever
+}