mirror of
https://github.com/g-truc/glm.git
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211 lines
11 KiB
C++
211 lines
11 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Image Copyright (c) 2008 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2010-09-27
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// Updated : 2010-10-01
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// Licence : This source is under MIT License
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// File : gli/gtx/gl_texture2d.inl
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace gli{
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namespace gtx{
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namespace gl_texture2d{
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namespace detail
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{
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//GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA, GL_COMPRESSED_SRGB, GL_COMPRESSED_SRGB_ALPHA,
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//GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8
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struct texture_desc
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{
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GLint InternalFormat;
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GLint InternalFormatCompressed;
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GLint InternalFormatSRGB;
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GLint InternalFormatCompressedSRGB;
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GLenum ExternalFormat;
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GLenum ExternalFormatRev;
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GLenum Type;
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};
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//GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
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//GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
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//GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
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//GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
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//GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
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//GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,
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//GL_UNSIGNED_INT_2_10_10_10_REV
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# ifndef GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
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# define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C
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# endif
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# ifndef GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
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# define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D
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# endif
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# ifndef GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
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# define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E
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# endif
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# ifndef GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
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# define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F
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# endif
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inline texture_desc gli2ogl_cast(format const & Format)
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{
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texture_desc Cast[] =
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{
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{GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE, GL_NONE},
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//// Normalized
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//{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_BYTE},
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//{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_BYTE},
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//{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_BYTE},
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//{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE},
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//{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_SHORT},
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//{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_SHORT},
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//{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_SHORT},
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//{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT},
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//{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_INT},
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//{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_INT},
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//{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_INT},
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//{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_INT},
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// Unsigned
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_BYTE},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_BYTE},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_BYTE},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE},
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_SHORT},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_SHORT},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_SHORT},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT},
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_UNSIGNED_INT},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_UNSIGNED_INT},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_UNSIGNED_INT},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_UNSIGNED_INT},
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// Signed
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_BYTE},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_BYTE},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_BYTE},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_BYTE},
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_SHORT},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_SHORT},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_SHORT},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_SHORT},
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_INT},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_INT},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_INT},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_INT},
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// Float
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_HALF_FLOAT},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_HALF_FLOAT},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_HALF_FLOAT},
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_FLOAT},
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{GL_RG, GL_COMPRESSED_RG, GL_RG, GL_COMPRESSED_RG, GL_RG, GL_RG, GL_FLOAT},
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{GL_RGB, GL_COMPRESSED_RGB, GL_SRGB8, GL_COMPRESSED_SRGB, GL_RGB, GL_BGR, GL_FLOAT},
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{GL_RGBA, GL_COMPRESSED_RGBA, GL_SRGB8_ALPHA8, GL_COMPRESSED_SRGB_ALPHA, GL_RGBA, GL_BGRA, GL_FLOAT},
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// Packed
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
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{GL_RGB9_E5, GL_RGB9_E5, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
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{GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
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{GL_RED, GL_COMPRESSED_RED, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
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{GL_RGBA4, GL_RGBA4, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
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{GL_RGB10_A2, GL_RGB10_A2, GL_RED, GL_COMPRESSED_RED, GL_RED, GL_RED, GL_HALF_FLOAT},
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// Depth
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{GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT},
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{GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT},
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{GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_UNSIGNED_INT},
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{GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT},
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{GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL, GL_UNSIGNED_INT},
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// Compressed formats
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{GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB, GL_NONE, GL_NONE, GL_NONE},
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{GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_RGBA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB, GL_NONE, GL_NONE, GL_NONE},
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};
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return Cast[Format];
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}
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}//namespace detail
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inline GLuint createTexture2D(std::string const & Filename)
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{
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gli::texture2D Texture = gli::load(Filename);
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if(Texture.empty())
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return 0;
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detail::texture_desc TextureDesc = detail::gli2ogl_cast(Texture.format());
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GLint Alignment = 0;
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glGetIntegerv(GL_UNPACK_ALIGNMENT, &Alignment);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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GLuint Name = 0;
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glGenTextures(1, &Name);
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glBindTexture(GL_TEXTURE_2D, Name);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Texture.levels() > 1 ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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if(size(Texture, BIT_PER_PIXEL) == size(Texture, BLOCK_SIZE) << 3)
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{
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for(gli::texture2D::level_type Level = 0; Level < Texture.levels(); ++Level)
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{
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glTexImage2D(
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GL_TEXTURE_2D,
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GLint(Level),
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TextureDesc.InternalFormat,
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GLsizei(Texture[Level].dimensions().x),
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GLsizei(Texture[Level].dimensions().y),
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0,
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TextureDesc.ExternalFormatRev,
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TextureDesc.Type,
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Texture[Level].data());
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}
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}
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else
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{
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for(gli::texture2D::level_type Level = 0; Level < Texture.levels(); ++Level)
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{
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glCompressedTexImage2D(
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GL_TEXTURE_2D,
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GLint(Level),
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TextureDesc.InternalFormat,
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GLsizei(Texture[Level].dimensions().x),
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GLsizei(Texture[Level].dimensions().y),
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0,
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GLsizei(Texture[Level].capacity()),
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Texture[Level].data());
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}
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, Alignment);
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return Name;
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}
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}//namespace gl_texture_2d
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}//namespace gtx
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}//namespace gli
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