예제 #1
0
/* static */
GLenum
GlfBaseTextureData::_GLInternalFormatFromImageData(
    GLenum format, GLenum type, bool isSRGB)
{
    int numElements = GlfGetNumElements(format);
    bool g =  (numElements == 1);
    bool a =  (numElements == 4);

    switch (type) {
    case GL_UNSIGNED_INT:
        return g ? GL_R16 : (a ? GL_RGBA16 : GL_RGB16);        
    case GL_HALF_FLOAT:
        return g ? GL_R16F : (a ? GL_RGBA16F : GL_RGB16F);
    case GL_FLOAT:
    case GL_DOUBLE:
        return g ? GL_R32F : (a ? GL_RGBA32F : GL_RGB32F);
    case GL_UNSIGNED_BYTE:
    default:
        return g ? GL_RED : (a ? (isSRGB ? GL_SRGB_ALPHA : GL_RGBA)
                               : (isSRGB ? GL_SRGB : GL_RGB));
    }
}
예제 #2
0
파일: baseTexture.cpp 프로젝트: 400dama/USD
void 
GlfBaseTexture::_CreateTexture(GlfBaseTextureDataConstPtr texData,
                                bool const generateMipmap,
				int const unpackCropTop,
				int const unpackCropBottom,
				int const unpackCropLeft,
				int const unpackCropRight)
{
    TRACE_FUNCTION();
    
    if (texData and texData->HasRawBuffer()) {
        glBindTexture(
                GL_TEXTURE_2D,
               _textureName);

        glTexParameteri(
                GL_TEXTURE_2D,
                GL_GENERATE_MIPMAP,
                generateMipmap ? GL_TRUE
                               : GL_FALSE);

        if (not texData->IsCompressed()) {
            if (GlfGetNumElements(texData->GLFormat()) == 1) {
                GLint swizzleMask[] = {GL_RED, GL_RED, GL_RED, GL_ONE};
                glTexParameteriv(
                    GL_TEXTURE_2D,
                    GL_TEXTURE_SWIZZLE_RGBA, 
                    swizzleMask);
            }

            int texDataWidth = texData->ResizedWidth();
            int texDataHeight = texData->ResizedHeight();

            int unpackRowLength = texDataWidth;
            int unpackSkipPixels = 0;
            int unpackSkipRows = 0;

            if (unpackCropTop < 0 or unpackCropTop > texDataHeight) {
                return;
            } else if (unpackCropTop > 0) {
                unpackSkipRows = unpackCropTop;
                texDataHeight -= unpackCropTop;
            }
            if (unpackCropBottom < 0 or unpackCropBottom > texDataHeight) {
                return;
            } else if (unpackCropBottom) {
                texDataHeight -= unpackCropBottom;
            }
            if (unpackCropLeft < 0 or unpackCropLeft > texDataWidth) {
                return;
            } else {
                unpackSkipPixels = unpackCropLeft;
                texDataWidth -= unpackCropLeft;
            }
            if (unpackCropRight < 0 or unpackCropRight > texDataWidth) {
                return;
            } else if (unpackCropRight > 0) {
                texDataWidth -= unpackCropRight;
            }
        
            glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
            glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
            glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
            glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
            glPixelStorei(GL_UNPACK_SKIP_ROWS, unpackSkipRows);

            glTexImage2D(
                    GL_TEXTURE_2D,
                    0,
                    texData->GLInternalFormat(),
                    texDataWidth,
                    texDataHeight,
                    0,
                    texData->GLFormat(),
                    texData->GLType(),
                    texData->GetRawBuffer());

            glPopClientAttrib();
        } else {
            // There should be no cropping when using compressed textures
            TF_VERIFY(unpackCropTop == 0 && unpackCropBottom == 0 &&
                      unpackCropLeft == 0 && unpackCropRight == 0);
            
            glCompressedTexImage2D(
                GL_TEXTURE_2D,
                0,
                texData->GLInternalFormat(),
                texData->ResizedWidth(),
                texData->ResizedHeight(),
                0,
                texData->ComputeBytesUsed(),
                texData->GetRawBuffer());
        }

        glBindTexture(
                GL_TEXTURE_2D,
                0);

        _SetMemoryUsed(texData->ComputeBytesUsed());
    }
}
예제 #3
0
파일: baseTexture.cpp 프로젝트: JT-a/USD
void 
GlfBaseTexture::_CreateTexture(GlfBaseTextureDataConstPtr texData,
                bool const useMipmaps,
                int const unpackCropTop,
                int const unpackCropBottom,
                int const unpackCropLeft,
                int const unpackCropRight)
{
    TRACE_FUNCTION();
    
    if (texData && texData->HasRawBuffer()) {
        glBindTexture(GL_TEXTURE_2D, _textureName);

        // Check if mip maps have been requested, if so, it will either
        // enable automatic generation or use the ones loaded in cpu memory
        int numMipLevels = 1;

        if (useMipmaps) {
            numMipLevels = texData->GetNumMipLevels();
            
            // When we are using uncompressed textures and late cropping
            // we won't use cpu loaded mips.
            if (!texData->IsCompressed() &&
                (unpackCropRight || unpackCropLeft ||
                unpackCropTop || unpackCropBottom)) {
                    numMipLevels = 1;
            }
            if (numMipLevels > 1) {
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, numMipLevels-1);
            } else {
                glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
            }
        } else {
            glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
        }

        if (texData->IsCompressed()) {
            // Compressed textures don't have as many options, so 
            // we just need to send the mips to the driver.
            for (int i = 0 ; i < numMipLevels; i++) {
                glCompressedTexImage2D( GL_TEXTURE_2D, i,
                                texData->GLInternalFormat(),
                                texData->ResizedWidth(i),
                                texData->ResizedHeight(i),
                                0,
                                texData->ComputeBytesUsedByMip(i),
                                texData->GetRawBuffer(i));
            }
        } else {
            // Uncompressed textures can have cropping and other special 
            // behaviours.
            if (GlfGetNumElements(texData->GLFormat()) == 1) {
                GLint swizzleMask[] = {GL_RED, GL_RED, GL_RED, GL_ONE};
                glTexParameteriv(
                    GL_TEXTURE_2D,
                    GL_TEXTURE_SWIZZLE_RGBA, 
                    swizzleMask);
            }

            // If we are not sending full mipchains to the gpu then we can 
            // do some extra work in the driver to prepare our textures.
            if (numMipLevels == 1) {
                int texDataWidth = texData->ResizedWidth();
                int texDataHeight = texData->ResizedHeight();
                int unpackRowLength = texDataWidth;
                int unpackSkipPixels = 0;
                int unpackSkipRows = 0;

                if (unpackCropTop < 0 || unpackCropTop > texDataHeight) {
                    return;
                } else if (unpackCropTop > 0) {
                    unpackSkipRows = unpackCropTop;
                    texDataHeight -= unpackCropTop;
                }
                if (unpackCropBottom < 0 || unpackCropBottom > texDataHeight) {
                    return;
                } else if (unpackCropBottom) {
                    texDataHeight -= unpackCropBottom;
                }
                if (unpackCropLeft < 0 || unpackCropLeft > texDataWidth) {
                    return;
                } else {
                    unpackSkipPixels = unpackCropLeft;
                    texDataWidth -= unpackCropLeft;
                }
                if (unpackCropRight < 0 || unpackCropRight > texDataWidth) {
                    return;
                } else if (unpackCropRight > 0) {
                    texDataWidth -= unpackCropRight;
                }

                glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
                glPixelStorei(GL_UNPACK_ROW_LENGTH, unpackRowLength);
                glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
                glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpackSkipPixels);
                glPixelStorei(GL_UNPACK_SKIP_ROWS, unpackSkipRows);

                // Send the mip to the driver now
                glTexImage2D( GL_TEXTURE_2D, 0,
                                texData->GLInternalFormat(),
                                texDataWidth,
                                texDataHeight,
                                0,
                                texData->GLFormat(),
                                texData->GLType(),
                                texData->GetRawBuffer(0));

                // Reset the OpenGL state if we have modify it previously
                glPopClientAttrib();
            } else {
                // Send the mips to the driver now
                for (int i = 0 ; i < numMipLevels; i++) {
                    glTexImage2D( GL_TEXTURE_2D, i,
                                    texData->GLInternalFormat(),
                                    texData->ResizedWidth(i),
                                    texData->ResizedHeight(i),
                                    0,
                                    texData->GLFormat(),
                                    texData->GLType(),
                                    texData->GetRawBuffer(i));
                }
            }
        }

        glBindTexture(GL_TEXTURE_2D, 0);
        _SetMemoryUsed(texData->ComputeBytesUsed());
    }
}