[Bf-blender-cvs] [fad3fe4ed19] blender2.8: GPUTextures: Work on cubemap support and array textures
Clément Foucault
noreply at git.blender.org
Mon Apr 10 12:36:39 CEST 2017
Commit: fad3fe4ed1930fb0d874b9e01e7de768cbf9d0a1
Author: Clément Foucault
Date: Tue Apr 4 14:48:42 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBfad3fe4ed1930fb0d874b9e01e7de768cbf9d0a1
GPUTextures: Work on cubemap support and array textures
===================================================================
M source/blender/draw/intern/DRW_render.h
M source/blender/draw/intern/draw_manager.c
M source/blender/gpu/GPU_texture.h
M source/blender/gpu/intern/gpu_texture.c
===================================================================
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 8a6f0b4511a..dafe724ecbe 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -126,7 +126,9 @@ struct GPUTexture *DRW_texture_create_1D(
struct GPUTexture *DRW_texture_create_2D(
int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D_array(
- int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels);
+ int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+struct GPUTexture *DRW_texture_create_cube(
+ int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels);
void DRW_texture_free(struct GPUTexture *tex);
/* UBOs */
@@ -165,6 +167,7 @@ void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot);
void DRW_framebuffer_texture_detach(struct GPUTexture *tex);
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth);
+
/* Shaders */
struct GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_with_lib(const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 100d5994b67..1b414673f24 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -287,12 +287,27 @@ GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWText
return tex;
}
-/* TODO make use of format */
-GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat UNUSED(format), DRWTextureFlag flags, const float *fpixels)
+GPUTexture *DRW_texture_create_2D_array(int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
+ GPUTextureFormat data_type;
+ int channels;
+
+ drw_texture_get_format(format, &data_type, &channels);
+ tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL);
+ drw_texture_set_parameters(tex, flags);
+
+ return tex;
+}
- tex = GPU_texture_create_2D_array(w, h, d, fpixels, NULL);
+GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+{
+ GPUTexture *tex;
+ GPUTextureFormat data_type;
+ int channels;
+
+ drw_texture_get_format(format, &data_type, &channels);
+ tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index 93cc8443643..cbfab98cfbf 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -150,10 +150,13 @@ GPUTexture *GPU_texture_create_2D(int w, int h, const float *pixels, char err_ou
GPUTexture *GPU_texture_create_2D_custom(
int w, int h, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels, int samples, char err_out[256]);
-GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_2D_array_custom(
+ int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3D_custom(
int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
+GPUTexture *GPU_texture_create_cube_custom(
+ int w, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_depth_with_stencil(int w, int h, char err_out[256]);
GPUTexture *GPU_texture_create_depth_multisample(int w, int h, int samples, char err_out[256]);
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index 88dbe0c2ed9..f4c3e16c0b5 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -353,6 +353,78 @@ static GPUTexture *GPU_texture_create_nD(
return tex;
}
+static GPUTexture *GPU_texture_cube_create(
+ int w, int d,
+ const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz,
+ const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz,
+ GPUTextureFormat data_type, int components,
+ char err_out[256])
+{
+ GLenum format, internalformat, data_format;
+
+ GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
+ tex->w = w;
+ tex->h = w;
+ tex->d = d;
+ tex->number = -1;
+ tex->refcount = 1;
+ tex->fb_attachment = -1;
+
+ if (d == 0) {
+ tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP;
+ }
+ else {
+ BLI_assert(false && "Cubemap array Not implemented yet");
+ // tex->target_base = tex->target = GL_TEXTURE_CUBE_MAP_ARRAY;
+ }
+
+ internalformat = GPU_texture_get_format(components, data_type, &format, &data_format, &tex->depth, &tex->stencil);
+
+ /* Generate Texture object */
+ glGenTextures(1, &tex->bindcode);
+
+ if (!tex->bindcode) {
+ if (err_out)
+ BLI_snprintf(err_out, 256, "GPUTexture: texture create failed");
+ else
+ fprintf(stderr, "GPUTexture: texture create failed");
+ GPU_texture_free(tex);
+ return NULL;
+ }
+
+ tex->number = 0;
+ glBindTexture(tex->target, tex->bindcode);
+
+ /* Upload Texture */
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_px);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_py);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_pz);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nx);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_ny);
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, internalformat, tex->w, tex->h, 0, format, data_format, fpixels_nz);
+
+ /* Texture Parameters */
+ if (tex->depth) {
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+ glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
+ }
+ else {
+ glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ GPU_texture_unbind(tex);
+
+ return tex;
+}
+
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data, double time, int mipmap)
{
int gputt;
@@ -485,9 +557,9 @@ GPUTexture *GPU_texture_create_2D_multisample(int w, int h, const float *pixels,
return GPU_texture_create_nD(w, h, 0, 2, pixels, GPU_RGBA8, 4, samples, false, err_out);
}
-GPUTexture *GPU_texture_create_2D_array(int w, int h, int d, const float *pixels, char err_out[256])
+GPUTexture *GPU_texture_create_2D_array_custom(int w, int h, int d, int channels, GPUTextureFormat data_type, const float *pixels, char err_out[256])
{
- return GPU_texture_create_nD(w, h, d, 2, pixels, GPU_RGBA8, 4, 0, false, err_out);
+ return GPU_texture_create_nD(w, h, d, 2, pixels, data_type, channels, 0, false, err_out);
}
GPUTexture *GPU_texture_create_3D(int w, int h, int d, const float *pixels, char err_out[256])
@@ -499,6 +571,24 @@ GPUTexture *GPU_texture_create_3D_custom(int w, int h, int d, int channels, GPUT
{
return GPU_texture_create_nD(w, h, d, 3, pixels, data_type, channels, 0, true, err_out);
}
+GPUTexture *GPU_texture_create_cube_custom(int w, int channels, GPUTextureFormat data_type, const float *fpixels, char err_out[256])
+{
+ const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz;
+
+ if (fpixels) {
+ fpixels_px = fpixels + 0 * w * w;
+ fpixels_py = fpixels + 1 * w * w;
+ fpixels_pz = fpixels + 2 * w * w;
+ fpixels_nx = fpixels + 3 * w * w;
+ fpixels_ny = fpixels + 4 * w * w;
+ fpixels_nz = fpixels + 5 * w * w;
+ }
+ else {
+ fpixels_px = fpixels_py = fpixels_pz = fpixels_nx = fpixels_ny = fpixels_nz = NULL;
+ }
+
+ return GPU_texture_cube_create(w, 0, fpixels_px, fpixels_py, fpixels_pz, fpixels_nx, fpixels_ny, fpixels_nz, data_type, channels, err_out);
+}
GPUTexture *GPU_texture_create_depth(int w, int h, char err_out[256])
{
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