1 Commits

Author SHA256 Message Date
51a6ea1328 added core changes to dicon viewer branch 2026-03-26 18:51:29 +01:00
2 changed files with 404 additions and 382 deletions

View File

@@ -1,217 +1,239 @@
#include "Camera.hpp"
#include "elements/Transformable.hpp"
#include "interfaces/IRenderer.hpp"
#include "uuid.h"
TSE::Camera* TSE::Camera::mainCamera = nullptr;
TSE::ICameraHelper* TSE::Camera::helper = nullptr;
float TSE::Camera::GetRenderScale() const
{
return RenderScale;
}
TSE::ProjectionType TSE::Camera::GetProjection() const
{
return projection;
}
float TSE::Camera::GetNearClippingPlane() const
{
return nearClippingPlane;
}
float TSE::Camera::GetFarClippingPlane() const
{
return farClippingPlane;
}
float TSE::Camera::GetFov() const
{
return fov;
}
const TSE::Vector2 &TSE::Camera::GetRenderTargetSize() const
{
return lastRtSize;
}
TSE::Vector3 TSE::Camera::SceenPositionToGamePosition(Vector2 screenPos)
{
float x = 2.0f * screenPos.x / lastRtSize.x -1.0f;
float y = 1.0f - 2.0f * screenPos.y / lastRtSize.y;
float z = -1.0f;
Vector4 ndc(x,y,x,1);
Matrix4x4 InversProj = Matrix4x4(*projectionMatrix);
InversProj.Invert();
Vector4 camSpace = InversProj * ndc;
camSpace = camSpace / camSpace.w;
Vector3 relativPos(camSpace);
relativPos.z = 0;
return baseObject->LocalToGlobalPosition(relativPos);
}
void TSE::Camera::SetRenderScale(float v)
{
RenderScale = v; RecalculateProjMatrix();
}
void TSE::Camera::SetProjection(ProjectionType v)
{
projection = v; RecalculateProjMatrix();
}
void TSE::Camera::SetNearClippingPlane(float v)
{
nearClippingPlane = v; RecalculateProjMatrix();
}
void TSE::Camera::SetFarClippingPlane(float v)
{
farClippingPlane = v; RecalculateProjMatrix();
}
void TSE::Camera::SetFov(float v)
{
fov = v; RecalculateProjMatrix();
}
TSE::Camera::Camera()
{
}
TSE::Camera::~Camera()
{
delete(projectionMatrix);
if(mainCamera == this)
mainCamera = nullptr;
}
void TSE::Camera::OnResize(float width, float height, IResizable *wnd)
{
lastRtSize = {width, height};
RecalculateProjMatrix();
}
void TSE::Camera::SetRenderTarget(IRenderTarget *target)
{
if(rt != nullptr)
rt->RemoveResizeNotifiable(this);
if(target != nullptr)
target->AddResizeNotifiable(this);
rt = target;
if(lastRtSize != rt->GetRawIResizableSize())
{
lastRtSize = rt->GetRawIResizableSize();
RecalculateProjMatrix();
}
}
TSE::IRenderTarget *TSE::Camera::GetRenderTarget()
{
return rt;
}
void TSE::Camera::RecalculateProjMatrix()
{
if(projectionMatrix)
delete(projectionMatrix);
if(projection == ProjectionType::Orthographic)
{
float x = lastRtSize.x / RenderScale;
float y = lastRtSize.y / RenderScale;
float mx = -x;
float my = -y;
projectionMatrix = new Matrix4x4(Matrix4x4::Orthographic(mx, x, my, y, nearClippingPlane, farClippingPlane));
}
else if(projection == ProjectionType::Perspective)
{
float x = lastRtSize.x / RenderScale;
float y = lastRtSize.y / RenderScale;
float aspectRatio = x / y;
projectionMatrix = new Matrix4x4(Matrix4x4::Perspective(fov, aspectRatio, nearClippingPlane, farClippingPlane));
}
}
void TSE::Camera::OnUpdate()
{
if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
{
mainCamera = this;
}
if(rt != nullptr)
IRenderer::camerasToRenderWith.push_back(this);
}
void TSE::Camera::Start()
{
if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
{
mainCamera = this;
}
}
TSE::Matrix4x4 BuildView_Zplus_RH(const TSE::Matrix4x4& world)
{
using namespace TSE;
// Welt-Position (w=1)
Vector3 pos = Vector3(world * Vector4(0,0,0,1));
// Richtungsachsen in Welt (w=0, KEINE Translation!)
Vector3 fwdWS = Vector3(world * Vector4(0,0,1,0)); // +Z vorwärts in Welt
Vector3 upWS = Vector3(world * Vector4(0,1,0,0)); // +Y oben in Welt
// Orthonormale Basis aufbauen (X+ soll "right" sein)
Vector3 f = Vector3::Normalize(fwdWS);
Vector3 r = Vector3::Normalize(Vector3::Cross(upWS, f)); // right = up × forward => (+1,0,0) im Identity-Fall
Vector3 u = Vector3::Cross(f, r); // re-orthonormalisiertes up
Matrix4x4 view(1.0f); // Identität als Basis
// Row-major befüllen (Zeilen = r,u,-f), letzte Spalte = -dot(row, pos) bzw. +dot(f,pos)
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);
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);
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);
view.m[3][0] = 0.0f; view.m[3][1] = 0.0f; view.m[3][2] = 0.0f; view.m[3][3] = 1.0f;
return view;
}
void TSE::Camera::PreDraw(IShader *shader)
{
rt->Bind();
shader->SetUniform("prMatrix", projectionMatrix);
auto worlmatrix = baseObject->GetGlobalMatrix();
viewMatrix = BuildView_Zplus_RH(worlmatrix);
shader->SetUniform("camMatrix", &viewMatrix);
helper->OnRenderTargetChanged(lastRtSize.x, lastRtSize.y);
}
void TSE::Camera::PostDraw()
{
rt->Unbind();
}
void TSE::Camera::Bind()
{
rt->Bind();
}
void TSE::Camera::Unbind()
{
rt->Unbind();
}
void TSE::Camera::UpdateRenderTarget()
{
rt->Update();
}
#include "Camera.hpp"
#include "elements/Transformable.hpp"
#include "interfaces/IRenderer.hpp"
#include "uuid.h"
TSE::Camera* TSE::Camera::mainCamera = nullptr;
TSE::ICameraHelper* TSE::Camera::helper = nullptr;
float TSE::Camera::GetRenderScale() const
{
return RenderScale;
}
TSE::ProjectionType TSE::Camera::GetProjection() const
{
return projection;
}
float TSE::Camera::GetNearClippingPlane() const
{
return nearClippingPlane;
}
float TSE::Camera::GetFarClippingPlane() const
{
return farClippingPlane;
}
float TSE::Camera::GetFov() const
{
return fov;
}
const TSE::Vector2 &TSE::Camera::GetRenderTargetSize() const
{
return lastRtSize;
}
TSE::Vector3 TSE::Camera::SceenPositionToGamePosition(Vector2 screenPos)
{
float x = 2.0f * screenPos.x / lastRtSize.x -1.0f;
float y = 1.0f - 2.0f * screenPos.y / lastRtSize.y;
float z = -1.0f;
Vector4 ndc(x,y,x,1);
Matrix4x4 InversProj = Matrix4x4(*projectionMatrix);
InversProj.Invert();
Vector4 camSpace = InversProj * ndc;
camSpace = camSpace / camSpace.w;
Vector3 relativPos(camSpace);
relativPos.z = 0;
return baseObject->LocalToGlobalPosition(relativPos);
}
void TSE::Camera::SetRenderScale(float v)
{
RenderScale = v; RecalculateProjMatrix();
}
void TSE::Camera::SetProjection(ProjectionType v)
{
projection = v; RecalculateProjMatrix();
}
void TSE::Camera::SetNearClippingPlane(float v)
{
nearClippingPlane = v; RecalculateProjMatrix();
}
void TSE::Camera::SetFarClippingPlane(float v)
{
farClippingPlane = v; RecalculateProjMatrix();
}
void TSE::Camera::SetFov(float v)
{
fov = v; RecalculateProjMatrix();
}
TSE::Camera::Camera()
{
}
TSE::Camera::~Camera()
{
delete(projectionMatrix);
if(mainCamera == this)
mainCamera = nullptr;
}
void TSE::Camera::OnResize(float width, float height, IResizable *wnd)
{
lastRtSize = {width, height};
RecalculateProjMatrix();
}
void TSE::Camera::SetRenderTarget(IRenderTarget *target)
{
if(rt != nullptr)
rt->RemoveResizeNotifiable(this);
if(target != nullptr)
target->AddResizeNotifiable(this);
rt = target;
if(lastRtSize != rt->GetRawIResizableSize())
{
lastRtSize = rt->GetRawIResizableSize();
RecalculateProjMatrix();
}
}
TSE::IRenderTarget *TSE::Camera::GetRenderTarget()
{
return rt;
}
void TSE::Camera::RecalculateProjMatrix()
{
if(projectionMatrix)
delete(projectionMatrix);
if(projection == ProjectionType::Orthographic)
{
float x = lastRtSize.x / RenderScale;
float y = lastRtSize.y / RenderScale;
float mx = -x;
float my = -y;
projectionMatrix = new Matrix4x4(Matrix4x4::Orthographic(mx, x, my, y, nearClippingPlane, farClippingPlane));
}
else if(projection == ProjectionType::Perspective)
{
float x = lastRtSize.x / RenderScale;
float y = lastRtSize.y / RenderScale;
float aspectRatio = x / y;
projectionMatrix = new Matrix4x4(Matrix4x4::Perspective(fov, aspectRatio, nearClippingPlane, farClippingPlane));
}
}
void TSE::Camera::OnUpdate()
{
if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
{
mainCamera = this;
}
if(rt != nullptr)
IRenderer::camerasToRenderWith.push_back(this);
}
void TSE::Camera::Start()
{
if(mainCamera == nullptr && baseObject->name != ".EditorCamera")
{
mainCamera = this;
}
}
TSE::Matrix4x4 BuildView_Zplus_RH(const TSE::Matrix4x4& world)
{
using namespace TSE;
// Welt-Position (w=1)
Vector3 pos = Vector3(world * Vector4(0,0,0,1));
// Richtungsachsen in Welt (w=0, KEINE Translation!)
Vector3 fwdWS = Vector3(world * Vector4(0,0,1,0)); // +Z vorwärts in Welt
Vector3 upWS = Vector3(world * Vector4(0,1,0,0)); // +Y oben in Welt
// Orthonormale Basis aufbauen (X+ soll "right" sein)
Vector3 f = Vector3::Normalize(fwdWS);
Vector3 r = Vector3::Normalize(Vector3::Cross(upWS, f)); // right = up × forward => (+1,0,0) im Identity-Fall
Vector3 u = Vector3::Cross(f, r); // re-orthonormalisiertes up
Matrix4x4 view(1.0f); // Identität als Basis
// Row-major befüllen (Zeilen = r,u,-f), letzte Spalte = -dot(row, pos) bzw. +dot(f,pos)
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);
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);
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);
view.m[3][0] = 0.0f; view.m[3][1] = 0.0f; view.m[3][2] = 0.0f; view.m[3][3] = 1.0f;
return view;
}
void TSE::Camera::PreDraw(IShader *shader)
{
rt->Bind();
// shader->SetUniform("prMatrix", projectionMatrix);
// auto worlmatrix = baseObject->GetGlobalMatrix();
// viewMatrix = BuildView_Zplus_RH(worlmatrix);
// shader->SetUniform("camMatrix", &viewMatrix);
// helper->OnRenderTargetChanged(lastRtSize.x, lastRtSize.y);
Vector3 pos = baseObject->GetGlobalPosition();
Vector3 right = baseObject->LocalToGlobalPosition(Vector3::right) - pos;
Vector3 up = baseObject->LocalToGlobalPosition(Vector3::up) - pos;
Vector3 forward = baseObject->LocalToGlobalPosition(Vector3::forward) - pos;
forward.Normalize();
shader->SetUniform("CamPos", &pos);
shader->SetUniform("CamRight", &right);
shader->SetUniform("CamUp", &up);
shader->SetUniform("CamForward", &forward);
float x = lastRtSize.x / RenderScale;
float y = lastRtSize.y / RenderScale;
float mx = -x;
float my = -y;
shader->SetUniform("OrthoLeft", mx);
shader->SetUniform("OrthoRight", x);
shader->SetUniform("OrthoBottom", my);
shader->SetUniform("OrthoTop", y);
shader->SetUniform("NearPlane", nearClippingPlane);
shader->SetUniform("FarPlane", farClippingPlane);
}
void TSE::Camera::PostDraw()
{
rt->Unbind();
}
void TSE::Camera::Bind()
{
rt->Bind();
}
void TSE::Camera::Unbind()
{
rt->Unbind();
}
void TSE::Camera::UpdateRenderTarget()
{
rt->Update();
}

View File

@@ -1,165 +1,165 @@
#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_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);
}