374 lines
16 KiB
C++
374 lines
16 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2014-2015 SuperTuxKart-Team
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// (C) 2015 Joerg Henrichs
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef SERVER_ONLY
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#include "graphics/texture_shader.hpp"
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#include "graphics/central_settings.hpp"
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#include "config/user_config.hpp"
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TextureShaderBase::BindFunction TextureShaderBase::m_all_bind_functions[] =
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{ /* ST_NEAREST_FILTERED */ &TextureShaderBase::bindTextureNearest,
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/* ST_TRILINEAR_ANISOTROPIC_FILTERED */ &TextureShaderBase::bindTextureTrilinearAnisotropic,
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/* ST_TRILINEAR_CUBEMAP */ &TextureShaderBase::bindCubemapTrilinear,
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/* ST_BILINEAR_FILTERED */ &TextureShaderBase::bindTextureBilinear,
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/* ST_SHADOW_SAMPLER */ &TextureShaderBase::bindTextureShadow,
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/* ST_TRILINEAR_CLAMPED_ARRAY2D */ &TextureShaderBase::bindTrilinearClampedArrayTexture,
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/* ST_VOLUME_LINEAR_FILTERED */ &TextureShaderBase::bindTextureVolume,
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/* ST_NEARED_CLAMPED_FILTERED */ &TextureShaderBase::bindTextureNearestClamped,
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/* ST_BILINEAR_CLAMPED_FILTERED */ &TextureShaderBase::bindTextureBilinearClamped,
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/* ST_SEMI_TRILINEAR */ &TextureShaderBase::bindTextureSemiTrilinear
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};
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GLuint TextureShaderBase::m_all_texture_types[] =
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{ /* ST_NEAREST_FILTERED */ GL_TEXTURE_2D,
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/* ST_TRILINEAR_ANISOTROPIC_FILTERED */ GL_TEXTURE_2D,
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/* ST_TRILINEAR_CUBEMAP */ GL_TEXTURE_CUBE_MAP,
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/* ST_BILINEAR_FILTERED */ GL_TEXTURE_2D ,
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/* ST_SHADOW_SAMPLER */ GL_TEXTURE_2D_ARRAY,
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/* ST_TRILINEAR_CLAMPED_ARRAY2D */ GL_TEXTURE_2D_ARRAY,
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/* ST_VOLUME_LINEAR_FILTERED */ GL_TEXTURE_3D,
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/* ST_NEARED_CLAMPED_FILTERED */ GL_TEXTURE_2D,
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/* ST_BILINEAR_CLAMPED_FILTERED */ GL_TEXTURE_2D,
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/* ST_SEMI_TRILINEAR */ GL_TEXTURE_2D
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};
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureNearest(GLuint texture_unit, GLuint tex)
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{
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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} // bindTextureNearest
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureTrilinearAnisotropic(GLuint tex_unit, GLuint tex)
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{
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glActiveTexture(GL_TEXTURE0 + tex_unit);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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{
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)aniso);
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}
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} // bindTextureTrilinearAnisotropic
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindCubemapTrilinear(unsigned tex_unit, unsigned tex)
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{
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glActiveTexture(GL_TEXTURE0 + tex_unit);
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glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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{
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)aniso);
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}
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} // bindCubemapTrilinear
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureNearestClamped(GLuint texture_unit,
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GLuint tex_id)
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{
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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} // bindTextureNearestClamped
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureBilinear(GLuint texture_unit, GLuint tex)
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{
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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} // bindTextureBilinear
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureBilinearClamped(GLuint tex_unit, GLuint tex)
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{
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glActiveTexture(GL_TEXTURE0 + tex_unit);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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} // bindTextureBilinearClamped
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureSemiTrilinear(GLuint tex_unit, GLuint tex_id)
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{
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glActiveTexture(GL_TEXTURE0 + tex_unit);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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} // bindTextureSemiTrilinear
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureShadow(GLuint tex_unit, GLuint tex_id)
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{
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glActiveTexture(GL_TEXTURE0 + tex_unit);
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glBindTexture(GL_TEXTURE_2D_ARRAY, tex_id);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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} // bindTextureShadow
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTrilinearClampedArrayTexture(unsigned tex_unit,
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unsigned tex_id)
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{
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glActiveTexture(GL_TEXTURE0 + tex_unit);
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glBindTexture(GL_TEXTURE_2D_ARRAY, tex_id);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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{
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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(float)aniso);
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}
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} // bindTrilinearClampedArrayTexture
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// ----------------------------------------------------------------------------
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void TextureShaderBase::bindTextureVolume(unsigned tex_unit, unsigned tex_id)
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{
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glActiveTexture(GL_TEXTURE0 + tex_unit);
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glBindTexture(GL_TEXTURE_3D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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} // bindTextureVolume
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createSamplers(SamplerTypeNew sampler_type)
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{
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switch (sampler_type)
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{
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case ST_NEAREST_FILTERED:
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return createNearestSampler();
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case ST_TRILINEAR_ANISOTROPIC_FILTERED:
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return createTrilinearSampler();
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case ST_TRILINEAR_CUBEMAP:
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return createTrilinearSampler();
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case ST_BILINEAR_FILTERED:
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return createBilinearSampler();
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case ST_SHADOW_SAMPLER:
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return createShadowSampler();
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case ST_TRILINEAR_CLAMPED_ARRAY2D:
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return createTrilinearClampedArray();
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case ST_VOLUME_LINEAR_FILTERED:
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return createBilinearSampler();
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case ST_NEARED_CLAMPED_FILTERED:
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{
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// WHAT'S THAT??????????????????
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return createNearestSampler();
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}
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case ST_BILINEAR_CLAMPED_FILTERED:
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return createBilinearClampedSampler();
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case ST_SEMI_TRILINEAR:
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return createSemiTrilinearSampler();
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default:
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assert(false);
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return 0;
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} // switch
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} // createSamplers
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createNearestSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createNearestSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createTrilinearSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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{
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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}
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return id;
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#endif
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} // createTrilinearSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createBilinearSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createBilinearSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createShadowSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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return id;
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#endif
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} // createShadowSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createBilinearClampedSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createBilinearClampedSampler
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createTrilinearClampedArray()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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{
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int aniso = UserConfigParams::m_anisotropic;
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if (aniso == 0) aniso = 1;
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
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}
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return id;
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#endif
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} // createTrilinearClampedArray
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// ----------------------------------------------------------------------------
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GLuint TextureShaderBase::createSemiTrilinearSampler()
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{
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#ifdef GL_VERSION_3_3
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unsigned id;
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glGenSamplers(1, &id);
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glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (CVS->isEXTTextureFilterAnisotropicUsable())
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glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
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return id;
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#endif
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} // createSemiTrilinearSampler
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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#endif // !SERVER_ONLY
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