stk-code_catmod/src/graphics/texture_shader.cpp
2016-11-11 23:46:22 +11:00

374 lines
16 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2014-2015 SuperTuxKart-Team
// (C) 2015 Joerg Henrichs
//
// This program 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 program 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 for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef SERVER_ONLY
#include "graphics/texture_shader.hpp"
#include "graphics/central_settings.hpp"
#include "config/user_config.hpp"
TextureShaderBase::BindFunction TextureShaderBase::m_all_bind_functions[] =
{ /* ST_NEAREST_FILTERED */ &TextureShaderBase::bindTextureNearest,
/* ST_TRILINEAR_ANISOTROPIC_FILTERED */ &TextureShaderBase::bindTextureTrilinearAnisotropic,
/* ST_TRILINEAR_CUBEMAP */ &TextureShaderBase::bindCubemapTrilinear,
/* ST_BILINEAR_FILTERED */ &TextureShaderBase::bindTextureBilinear,
/* ST_SHADOW_SAMPLER */ &TextureShaderBase::bindTextureShadow,
/* ST_TRILINEAR_CLAMPED_ARRAY2D */ &TextureShaderBase::bindTrilinearClampedArrayTexture,
/* ST_VOLUME_LINEAR_FILTERED */ &TextureShaderBase::bindTextureVolume,
/* ST_NEARED_CLAMPED_FILTERED */ &TextureShaderBase::bindTextureNearestClamped,
/* ST_BILINEAR_CLAMPED_FILTERED */ &TextureShaderBase::bindTextureBilinearClamped,
/* ST_SEMI_TRILINEAR */ &TextureShaderBase::bindTextureSemiTrilinear
};
GLuint TextureShaderBase::m_all_texture_types[] =
{ /* ST_NEAREST_FILTERED */ GL_TEXTURE_2D,
/* ST_TRILINEAR_ANISOTROPIC_FILTERED */ GL_TEXTURE_2D,
/* ST_TRILINEAR_CUBEMAP */ GL_TEXTURE_CUBE_MAP,
/* ST_BILINEAR_FILTERED */ GL_TEXTURE_2D ,
/* ST_SHADOW_SAMPLER */ GL_TEXTURE_2D_ARRAY,
/* ST_TRILINEAR_CLAMPED_ARRAY2D */ GL_TEXTURE_2D_ARRAY,
/* ST_VOLUME_LINEAR_FILTERED */ GL_TEXTURE_3D,
/* ST_NEARED_CLAMPED_FILTERED */ GL_TEXTURE_2D,
/* ST_BILINEAR_CLAMPED_FILTERED */ GL_TEXTURE_2D,
/* ST_SEMI_TRILINEAR */ GL_TEXTURE_2D
};
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureNearest(GLuint texture_unit, GLuint tex)
{
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
} // bindTextureNearest
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureTrilinearAnisotropic(GLuint tex_unit, GLuint tex)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
{
int aniso = UserConfigParams::m_anisotropic;
if (aniso == 0) aniso = 1;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(float)aniso);
}
} // bindTextureTrilinearAnisotropic
// ----------------------------------------------------------------------------
void TextureShaderBase::bindCubemapTrilinear(unsigned tex_unit, unsigned tex)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
{
int aniso = UserConfigParams::m_anisotropic;
if (aniso == 0) aniso = 1;
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(float)aniso);
}
} // bindCubemapTrilinear
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureNearestClamped(GLuint texture_unit,
GLuint tex_id)
{
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
} // bindTextureNearestClamped
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureBilinear(GLuint texture_unit, GLuint tex)
{
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
} // bindTextureBilinear
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureBilinearClamped(GLuint tex_unit, GLuint tex)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
} // bindTextureBilinearClamped
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureSemiTrilinear(GLuint tex_unit, GLuint tex_id)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
} // bindTextureSemiTrilinear
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureShadow(GLuint tex_unit, GLuint tex_id)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex_id);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
} // bindTextureShadow
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTrilinearClampedArrayTexture(unsigned tex_unit,
unsigned tex_id)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex_id);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (CVS->isEXTTextureFilterAnisotropicUsable())
{
int aniso = UserConfigParams::m_anisotropic;
if (aniso == 0) aniso = 1;
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(float)aniso);
}
} // bindTrilinearClampedArrayTexture
// ----------------------------------------------------------------------------
void TextureShaderBase::bindTextureVolume(unsigned tex_unit, unsigned tex_id)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_3D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
} // bindTextureVolume
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createSamplers(SamplerTypeNew sampler_type)
{
switch (sampler_type)
{
case ST_NEAREST_FILTERED:
return createNearestSampler();
case ST_TRILINEAR_ANISOTROPIC_FILTERED:
return createTrilinearSampler();
case ST_TRILINEAR_CUBEMAP:
return createTrilinearSampler();
case ST_BILINEAR_FILTERED:
return createBilinearSampler();
case ST_SHADOW_SAMPLER:
return createShadowSampler();
case ST_TRILINEAR_CLAMPED_ARRAY2D:
return createTrilinearClampedArray();
case ST_VOLUME_LINEAR_FILTERED:
return createBilinearSampler();
case ST_NEARED_CLAMPED_FILTERED:
{
// WHAT'S THAT??????????????????
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return createNearestSampler();
}
case ST_BILINEAR_CLAMPED_FILTERED:
return createBilinearClampedSampler();
case ST_SEMI_TRILINEAR:
return createSemiTrilinearSampler();
default:
assert(false);
return 0;
} // switch
} // createSamplers
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createNearestSampler()
{
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id;
#endif
} // createNearestSampler
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createTrilinearSampler()
{
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
{
int aniso = UserConfigParams::m_anisotropic;
if (aniso == 0) aniso = 1;
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
}
return id;
#endif
} // createTrilinearSampler
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createBilinearSampler()
{
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id;
#endif
} // createBilinearSampler
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createShadowSampler()
{
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameterf(id, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glSamplerParameterf(id, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
return id;
#endif
} // createShadowSampler
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createBilinearClampedSampler()
{
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id;
#endif
} // createBilinearClampedSampler
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createTrilinearClampedArray()
{
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (CVS->isEXTTextureFilterAnisotropicUsable())
{
int aniso = UserConfigParams::m_anisotropic;
if (aniso == 0) aniso = 1;
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)aniso);
}
return id;
#endif
} // createTrilinearClampedArray
// ----------------------------------------------------------------------------
GLuint TextureShaderBase::createSemiTrilinearSampler()
{
#ifdef GL_VERSION_3_3
unsigned id;
glGenSamplers(1, &id);
glSamplerParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (CVS->isEXTTextureFilterAnisotropicUsable())
glSamplerParameterf(id, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.);
return id;
#endif
} // createSemiTrilinearSampler
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
#endif // !SERVER_ONLY