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| Author | SHA256 | Date | |
|---|---|---|---|
| 8c0152c3b4 | |||
| 51a6ea1328 |
@@ -1,5 +1,2 @@
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# TSE
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packages needed for building under linux:
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build-essential llvm cmake ninja-build clang mesa-common-dev gdb
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@@ -1,217 +1,239 @@
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#include "Camera.hpp"
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#include "elements/Transformable.hpp"
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#include "interfaces/IRenderer.hpp"
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#include "uuid.h"
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TSE::Camera* TSE::Camera::mainCamera = nullptr;
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TSE::ICameraHelper* TSE::Camera::helper = nullptr;
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float TSE::Camera::GetRenderScale() const
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{
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return RenderScale;
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}
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TSE::ProjectionType TSE::Camera::GetProjection() const
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{
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return projection;
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}
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float TSE::Camera::GetNearClippingPlane() const
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{
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return nearClippingPlane;
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}
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float TSE::Camera::GetFarClippingPlane() const
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{
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return farClippingPlane;
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}
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float TSE::Camera::GetFov() const
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{
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return fov;
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}
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const TSE::Vector2 &TSE::Camera::GetRenderTargetSize() const
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{
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return lastRtSize;
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}
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TSE::Vector3 TSE::Camera::SceenPositionToGamePosition(Vector2 screenPos)
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{
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float x = 2.0f * screenPos.x / lastRtSize.x -1.0f;
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float y = 1.0f - 2.0f * screenPos.y / lastRtSize.y;
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float z = -1.0f;
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Vector4 ndc(x,y,x,1);
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Matrix4x4 InversProj = Matrix4x4(*projectionMatrix);
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InversProj.Invert();
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Vector4 camSpace = InversProj * ndc;
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camSpace = camSpace / camSpace.w;
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Vector3 relativPos(camSpace);
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relativPos.z = 0;
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return baseObject->LocalToGlobalPosition(relativPos);
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}
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void TSE::Camera::SetRenderScale(float v)
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{
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RenderScale = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetProjection(ProjectionType v)
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{
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projection = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetNearClippingPlane(float v)
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{
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nearClippingPlane = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetFarClippingPlane(float v)
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{
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farClippingPlane = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetFov(float v)
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{
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fov = v; RecalculateProjMatrix();
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}
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TSE::Camera::Camera()
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{
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}
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TSE::Camera::~Camera()
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{
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delete(projectionMatrix);
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if(mainCamera == this)
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mainCamera = nullptr;
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}
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void TSE::Camera::OnResize(float width, float height, IResizable *wnd)
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{
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lastRtSize = {width, height};
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RecalculateProjMatrix();
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}
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void TSE::Camera::SetRenderTarget(IRenderTarget *target)
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{
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if(rt != nullptr)
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rt->RemoveResizeNotifiable(this);
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if(target != nullptr)
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target->AddResizeNotifiable(this);
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rt = target;
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if(lastRtSize != rt->GetRawIResizableSize())
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{
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lastRtSize = rt->GetRawIResizableSize();
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RecalculateProjMatrix();
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}
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}
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TSE::IRenderTarget *TSE::Camera::GetRenderTarget()
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{
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return rt;
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}
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void TSE::Camera::RecalculateProjMatrix()
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{
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if(projectionMatrix)
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delete(projectionMatrix);
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if(projection == ProjectionType::Orthographic)
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{
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float x = lastRtSize.x / RenderScale;
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float y = lastRtSize.y / RenderScale;
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float mx = -x;
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float my = -y;
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projectionMatrix = new Matrix4x4(Matrix4x4::Orthographic(mx, x, my, y, nearClippingPlane, farClippingPlane));
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}
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else if(projection == ProjectionType::Perspective)
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{
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float x = lastRtSize.x / RenderScale;
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float y = lastRtSize.y / RenderScale;
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float aspectRatio = x / y;
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projectionMatrix = new Matrix4x4(Matrix4x4::Perspective(fov, aspectRatio, nearClippingPlane, farClippingPlane));
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}
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}
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void TSE::Camera::OnUpdate()
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{
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if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
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{
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mainCamera = this;
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}
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if(rt != nullptr)
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IRenderer::camerasToRenderWith.push_back(this);
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}
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void TSE::Camera::Start()
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{
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if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
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{
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mainCamera = this;
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}
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}
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TSE::Matrix4x4 BuildView_Zplus_RH(const TSE::Matrix4x4& world)
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{
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using namespace TSE;
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// Welt-Position (w=1)
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Vector3 pos = Vector3(world * Vector4(0,0,0,1));
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// Richtungsachsen in Welt (w=0, KEINE Translation!)
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Vector3 fwdWS = Vector3(world * Vector4(0,0,1,0)); // +Z vorwärts in Welt
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Vector3 upWS = Vector3(world * Vector4(0,1,0,0)); // +Y oben in Welt
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// Orthonormale Basis aufbauen (X+ soll "right" sein)
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Vector3 f = Vector3::Normalize(fwdWS);
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Vector3 r = Vector3::Normalize(Vector3::Cross(upWS, f)); // right = up × forward => (+1,0,0) im Identity-Fall
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Vector3 u = Vector3::Cross(f, r); // re-orthonormalisiertes up
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Matrix4x4 view(1.0f); // Identität als Basis
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// Row-major befüllen (Zeilen = r,u,-f), letzte Spalte = -dot(row, pos) bzw. +dot(f,pos)
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view.m[0][0] = r.x; view.m[0][1] = r.y; view.m[0][2] = r.z; view.m[0][3] = -Vector3::Dot(r, pos);
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view.m[1][0] = u.x; view.m[1][1] = u.y; view.m[1][2] = u.z; view.m[1][3] = -Vector3::Dot(u, pos);
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view.m[2][0] = -f.x; view.m[2][1] = -f.y; view.m[2][2] = -f.z; view.m[2][3] = Vector3::Dot(f, pos);
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view.m[3][0] = 0.0f; view.m[3][1] = 0.0f; view.m[3][2] = 0.0f; view.m[3][3] = 1.0f;
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return view;
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}
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void TSE::Camera::PreDraw(IShader *shader)
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{
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rt->Bind();
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shader->SetUniform("prMatrix", projectionMatrix);
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auto worlmatrix = baseObject->GetGlobalMatrix();
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viewMatrix = BuildView_Zplus_RH(worlmatrix);
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shader->SetUniform("camMatrix", &viewMatrix);
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helper->OnRenderTargetChanged(lastRtSize.x, lastRtSize.y);
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}
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void TSE::Camera::PostDraw()
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{
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rt->Unbind();
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}
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void TSE::Camera::Bind()
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{
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rt->Bind();
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}
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void TSE::Camera::Unbind()
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{
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rt->Unbind();
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}
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void TSE::Camera::UpdateRenderTarget()
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{
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rt->Update();
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}
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#include "Camera.hpp"
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#include "elements/Transformable.hpp"
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#include "interfaces/IRenderer.hpp"
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#include "uuid.h"
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TSE::Camera* TSE::Camera::mainCamera = nullptr;
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TSE::ICameraHelper* TSE::Camera::helper = nullptr;
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float TSE::Camera::GetRenderScale() const
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{
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return RenderScale;
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}
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TSE::ProjectionType TSE::Camera::GetProjection() const
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{
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return projection;
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}
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float TSE::Camera::GetNearClippingPlane() const
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{
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return nearClippingPlane;
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}
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float TSE::Camera::GetFarClippingPlane() const
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{
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return farClippingPlane;
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}
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float TSE::Camera::GetFov() const
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{
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return fov;
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}
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const TSE::Vector2 &TSE::Camera::GetRenderTargetSize() const
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{
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return lastRtSize;
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}
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TSE::Vector3 TSE::Camera::SceenPositionToGamePosition(Vector2 screenPos)
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{
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float x = 2.0f * screenPos.x / lastRtSize.x -1.0f;
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float y = 1.0f - 2.0f * screenPos.y / lastRtSize.y;
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float z = -1.0f;
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Vector4 ndc(x,y,x,1);
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Matrix4x4 InversProj = Matrix4x4(*projectionMatrix);
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InversProj.Invert();
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Vector4 camSpace = InversProj * ndc;
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camSpace = camSpace / camSpace.w;
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Vector3 relativPos(camSpace);
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relativPos.z = 0;
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return baseObject->LocalToGlobalPosition(relativPos);
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}
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void TSE::Camera::SetRenderScale(float v)
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{
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RenderScale = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetProjection(ProjectionType v)
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{
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projection = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetNearClippingPlane(float v)
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{
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nearClippingPlane = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetFarClippingPlane(float v)
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{
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farClippingPlane = v; RecalculateProjMatrix();
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}
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void TSE::Camera::SetFov(float v)
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{
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fov = v; RecalculateProjMatrix();
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}
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TSE::Camera::Camera()
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{
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}
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TSE::Camera::~Camera()
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{
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delete(projectionMatrix);
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if(mainCamera == this)
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mainCamera = nullptr;
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}
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void TSE::Camera::OnResize(float width, float height, IResizable *wnd)
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{
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lastRtSize = {width, height};
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RecalculateProjMatrix();
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}
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void TSE::Camera::SetRenderTarget(IRenderTarget *target)
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{
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if(rt != nullptr)
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rt->RemoveResizeNotifiable(this);
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if(target != nullptr)
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target->AddResizeNotifiable(this);
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rt = target;
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if(lastRtSize != rt->GetRawIResizableSize())
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{
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lastRtSize = rt->GetRawIResizableSize();
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RecalculateProjMatrix();
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}
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}
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TSE::IRenderTarget *TSE::Camera::GetRenderTarget()
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{
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return rt;
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}
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void TSE::Camera::RecalculateProjMatrix()
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{
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if(projectionMatrix)
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delete(projectionMatrix);
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if(projection == ProjectionType::Orthographic)
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{
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float x = lastRtSize.x / RenderScale;
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float y = lastRtSize.y / RenderScale;
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float mx = -x;
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float my = -y;
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projectionMatrix = new Matrix4x4(Matrix4x4::Orthographic(mx, x, my, y, nearClippingPlane, farClippingPlane));
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}
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else if(projection == ProjectionType::Perspective)
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{
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float x = lastRtSize.x / RenderScale;
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float y = lastRtSize.y / RenderScale;
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float aspectRatio = x / y;
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projectionMatrix = new Matrix4x4(Matrix4x4::Perspective(fov, aspectRatio, nearClippingPlane, farClippingPlane));
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}
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}
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void TSE::Camera::OnUpdate()
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{
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if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
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{
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mainCamera = this;
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}
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if(rt != nullptr)
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IRenderer::camerasToRenderWith.push_back(this);
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}
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void TSE::Camera::Start()
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{
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if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
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{
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mainCamera = this;
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}
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}
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TSE::Matrix4x4 BuildView_Zplus_RH(const TSE::Matrix4x4& world)
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{
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using namespace TSE;
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// Welt-Position (w=1)
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Vector3 pos = Vector3(world * Vector4(0,0,0,1));
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// Richtungsachsen in Welt (w=0, KEINE Translation!)
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Vector3 fwdWS = Vector3(world * Vector4(0,0,1,0)); // +Z vorwärts in Welt
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Vector3 upWS = Vector3(world * Vector4(0,1,0,0)); // +Y oben in Welt
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// Orthonormale Basis aufbauen (X+ soll "right" sein)
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Vector3 f = Vector3::Normalize(fwdWS);
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Vector3 r = Vector3::Normalize(Vector3::Cross(upWS, f)); // right = up × forward => (+1,0,0) im Identity-Fall
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Vector3 u = Vector3::Cross(f, r); // re-orthonormalisiertes up
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Matrix4x4 view(1.0f); // Identität als Basis
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// Row-major befüllen (Zeilen = r,u,-f), letzte Spalte = -dot(row, pos) bzw. +dot(f,pos)
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view.m[0][0] = r.x; view.m[0][1] = r.y; view.m[0][2] = r.z; view.m[0][3] = -Vector3::Dot(r, pos);
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view.m[1][0] = u.x; view.m[1][1] = u.y; view.m[1][2] = u.z; view.m[1][3] = -Vector3::Dot(u, pos);
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view.m[2][0] = -f.x; view.m[2][1] = -f.y; view.m[2][2] = -f.z; view.m[2][3] = Vector3::Dot(f, pos);
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view.m[3][0] = 0.0f; view.m[3][1] = 0.0f; view.m[3][2] = 0.0f; view.m[3][3] = 1.0f;
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return view;
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}
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void TSE::Camera::PreDraw(IShader *shader)
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{
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rt->Bind();
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// shader->SetUniform("prMatrix", projectionMatrix);
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// auto worlmatrix = baseObject->GetGlobalMatrix();
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// viewMatrix = BuildView_Zplus_RH(worlmatrix);
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// shader->SetUniform("camMatrix", &viewMatrix);
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// helper->OnRenderTargetChanged(lastRtSize.x, lastRtSize.y);
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Vector3 pos = baseObject->GetGlobalPosition();
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Vector3 right = baseObject->LocalToGlobalPosition(Vector3::right) - pos;
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Vector3 up = baseObject->LocalToGlobalPosition(Vector3::up) - pos;
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Vector3 forward = baseObject->LocalToGlobalPosition(Vector3::forward) - pos;
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forward.Normalize();
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shader->SetUniform("CamPos", &pos);
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shader->SetUniform("CamRight", &right);
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shader->SetUniform("CamUp", &up);
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shader->SetUniform("CamForward", &forward);
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float x = lastRtSize.x / RenderScale;
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float y = lastRtSize.y / RenderScale;
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float mx = -x;
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float my = -y;
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shader->SetUniform("OrthoLeft", mx);
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shader->SetUniform("OrthoRight", x);
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shader->SetUniform("OrthoBottom", my);
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shader->SetUniform("OrthoTop", y);
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shader->SetUniform("NearPlane", nearClippingPlane);
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shader->SetUniform("FarPlane", farClippingPlane);
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}
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void TSE::Camera::PostDraw()
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{
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rt->Unbind();
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}
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void TSE::Camera::Bind()
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{
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rt->Bind();
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}
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void TSE::Camera::Unbind()
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{
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rt->Unbind();
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}
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void TSE::Camera::UpdateRenderTarget()
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{
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rt->Update();
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}
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@@ -1,165 +1,165 @@
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#include "GL/gl3w.h"
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#include "GL/gl.h"
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#include "TextureHelperOpenGL.hpp"
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void TSE::OpenGL::TextureHelperOpenGL::Bind(const Texture *tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
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}
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void TSE::OpenGL::TextureHelperOpenGL::UnBind(const Texture *tex)
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void TSE::OpenGL::TextureHelperOpenGL::Apply(Texture *tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
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if(tex->Chanels() == 1)
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{
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if (tex->bpp() == 8)
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glTexImage2D(GL_TEXTURE_2D, 0,GL_R8, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
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||||
if (tex->bpp() == 16)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16I, tex->Width(), tex->Height(), 0, GL_RED, GL_SHORT, tex->GetImagePtr());
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, tex->Width(), tex->Height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA2, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Regist(Texture *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::PlatromDestroy(Texture *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Bind3D(const VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, tex->GetTextureId());
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::UnBind3D(const VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Apply3D(VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, tex->GetTextureId());
|
||||
ushort internal,input,size;
|
||||
|
||||
if(tex->Chanels() == 1)
|
||||
{
|
||||
if (tex->bpp() == 8)
|
||||
{
|
||||
internal = GL_R8;
|
||||
input = GL_RED;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
if (tex->bpp() == 16)
|
||||
{
|
||||
internal = GL_R16I;
|
||||
input = GL_RED;
|
||||
size = GL_SHORT;
|
||||
}
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
{
|
||||
internal = GL_RGB;
|
||||
input = GL_BGR;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
{
|
||||
internal = GL_RGBA;
|
||||
input = GL_BGRA;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
{
|
||||
internal = GL_RGBA2;
|
||||
input = GL_RED;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
}
|
||||
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, internal, tex->Width(), tex->Height(), tex->Depth(), 0, input, size, nullptr);
|
||||
|
||||
for (int z = 0; z < tex->Depth(); ++z)
|
||||
{
|
||||
glTexSubImage3D(
|
||||
GL_TEXTURE_3D,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
z,
|
||||
tex->Width(),
|
||||
tex->Height(),
|
||||
1,
|
||||
input,
|
||||
size,
|
||||
tex->GetImagePtr(z)
|
||||
);
|
||||
}
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_3D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Regist3D(VolumeTexture3D *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_3D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::PlatromDestroy3D(VolumeTexture3D *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "TextureHelperOpenGL.hpp"
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Bind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::UnBind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Apply(Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
if(tex->Chanels() == 1)
|
||||
{
|
||||
if (tex->bpp() == 8)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_R8, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
if (tex->bpp() == 16)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16I, tex->Width(), tex->Height(), 0, GL_RED, GL_SHORT, tex->GetImagePtr());
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, tex->Width(), tex->Height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA2, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Regist(Texture *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::PlatromDestroy(Texture *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Bind3D(const VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, tex->GetTextureId());
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::UnBind3D(const VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Apply3D(VolumeTexture3D *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_3D, tex->GetTextureId());
|
||||
ushort internal,input,size;
|
||||
|
||||
if(tex->Chanels() == 1)
|
||||
{
|
||||
if (tex->bpp() == 8)
|
||||
{
|
||||
internal = GL_R8;
|
||||
input = GL_RED;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
if (tex->bpp() == 16)
|
||||
{
|
||||
internal = GL_R16I;
|
||||
input = GL_RED;
|
||||
size = GL_SHORT;
|
||||
}
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
{
|
||||
internal = GL_RGB;
|
||||
input = GL_BGR;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
{
|
||||
internal = GL_R16;
|
||||
input = GL_BGRA;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
{
|
||||
internal = GL_RGBA2;
|
||||
input = GL_RED;
|
||||
size = GL_UNSIGNED_BYTE;
|
||||
}
|
||||
}
|
||||
|
||||
glTexImage3D(GL_TEXTURE_3D, 0, internal, tex->Width(), tex->Height(), tex->Depth(), 0, input, size, nullptr);
|
||||
|
||||
for (int z = 0; z < tex->Depth(); ++z)
|
||||
{
|
||||
glTexSubImage3D(
|
||||
GL_TEXTURE_3D,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
z,
|
||||
tex->Width(),
|
||||
tex->Height(),
|
||||
1,
|
||||
input,
|
||||
size,
|
||||
tex->GetImagePtr(z)
|
||||
);
|
||||
}
|
||||
|
||||
//glGenerateMipmap(GL_TEXTURE_3D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_3D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Regist3D(VolumeTexture3D *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_3D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::PlatromDestroy3D(VolumeTexture3D *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user