JNIEXPORT void JNICALL Java_org_lwjgl_opengl_ARBTextureCompression_nglCompressedTexImage3DARBBO(JNIEnv *env, jclass clazz, jint target, jint level, jint internalformat, jint width, jint height, jint depth, jint border, jint imageSize, jlong pData_buffer_offset, jlong function_pointer) {
	const GLvoid *pData_address = (const GLvoid *)(intptr_t)offsetToPointer(pData_buffer_offset);
	glCompressedTexImage3DARBPROC glCompressedTexImage3DARB = (glCompressedTexImage3DARBPROC)((intptr_t)function_pointer);
	glCompressedTexImage3DARB(target, level, internalformat, width, height, depth, border, imageSize, pData_address);
}
Exemplo n.º 2
0
    //* Creation / loading methods ********************************************
    void GLTexture::createInternalResourcesImpl(void)
    {
        if (!GLEW_VERSION_1_2 && mTextureType == TEX_TYPE_3D)
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
                "3D Textures not supported before OpenGL 1.2", 
                "GLTexture::createInternalResourcesImpl");

        if (!GLEW_VERSION_2_0 && mTextureType == TEX_TYPE_2D_ARRAY)
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
                "2D texture arrays not supported before OpenGL 2.0", 
                "GLTexture::createInternalResourcesImpl");

        // Convert to nearest power-of-two size if required
        mWidth = GLPixelUtil::optionalPO2(mWidth);      
        mHeight = GLPixelUtil::optionalPO2(mHeight);
        mDepth = GLPixelUtil::optionalPO2(mDepth);
        

        // Adjust format if required
        mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);
        
        // Check requested number of mipmaps
        size_t maxMips = GLPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);
        mNumMipmaps = mNumRequestedMipmaps;
        if(mNumMipmaps>maxMips)
            mNumMipmaps = maxMips;

        // Check if we can do HW mipmap generation
        mMipmapsHardwareGenerated =
            Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);
        
        // Generate texture name
        glGenTextures( 1, &mTextureID );
        
        // Set texture type
        mGLSupport.getStateCacheManager()->bindGLTexture( getGLTextureTarget(), mTextureID );
        
        // This needs to be set otherwise the texture doesn't get rendered
        if (GLEW_VERSION_1_2)
            mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(),
                GL_TEXTURE_MAX_LEVEL, mNumMipmaps);
        
        // Set some misc default parameters so NVidia won't complain, these can of course be changed later
        mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        if (GLEW_VERSION_1_2)
        {
            mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        }

        if((mUsage & TU_AUTOMIPMAP) &&
            mNumRequestedMipmaps && mMipmapsHardwareGenerated)
        {
            mGLSupport.getStateCacheManager()->setTexParameteri( getGLTextureTarget(), GL_GENERATE_MIPMAP, GL_TRUE );
        }
        
        // Allocate internal buffer so that glTexSubImageXD can be used
        // Internal format
        GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat, mHwGamma);
        uint32 width = mWidth;
        uint32 height = mHeight;
        uint32 depth = mDepth;

        if(PixelUtil::isCompressed(mFormat))
        {
            // Compressed formats
            GLsizei size = static_cast<GLsizei>(PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat));
            // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
            // accept a 0 pointer like normal glTexImageXD
            // Run through this process for every mipmap to pregenerate mipmap piramid
            uint8 *tmpdata = new uint8[size];
            memset(tmpdata, 0, size);
            
            for(uint8 mip=0; mip<=mNumMipmaps; mip++)
            {
                size = static_cast<GLsizei>(PixelUtil::getMemorySize(width, height, depth, mFormat));
                switch(mTextureType)
                {
                    case TEX_TYPE_1D:
                        glCompressedTexImage1DARB(GL_TEXTURE_1D, mip, format, 
                            width, 0, 
                            size, tmpdata);
                        break;
                    case TEX_TYPE_2D:
                        glCompressedTexImage2DARB(GL_TEXTURE_2D, mip, format,
                            width, height, 0, 
                            size, tmpdata);
                        break;
                    case TEX_TYPE_2D_ARRAY:
                    case TEX_TYPE_3D:
                        glCompressedTexImage3DARB(getGLTextureTarget(), mip, format,
                            width, height, depth, 0, 
                            size, tmpdata);
                        break;
                    case TEX_TYPE_CUBE_MAP:
                        for(int face=0; face<6; face++) {
                            glCompressedTexImage2DARB(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
                                width, height, 0, 
                                size, tmpdata);
                        }
                        break;
                    case TEX_TYPE_2D_RECT:
                        break;
                };
                if(width>1)
                    width = width/2;
                if(height>1)
                    height = height/2;
                if(depth>1 && mTextureType != TEX_TYPE_2D_ARRAY)
                    depth = depth/2;
            }
            delete [] tmpdata;
        }
        else
        {
            // Run through this process to pregenerate mipmap pyramid
            for(uint8 mip=0; mip<=mNumMipmaps; mip++)
            {
                // Normal formats
                switch(mTextureType)
                {
                    case TEX_TYPE_1D:
                        glTexImage1D(GL_TEXTURE_1D, mip, format,
                            width, 0, 
                            GL_RGBA, GL_UNSIGNED_BYTE, 0);
    
                        break;
                    case TEX_TYPE_2D:
                        glTexImage2D(GL_TEXTURE_2D, mip, format,
                            width, height, 0, 
                            GL_RGBA, GL_UNSIGNED_BYTE, 0);
                        break;
                    case TEX_TYPE_2D_ARRAY:
                    case TEX_TYPE_3D:
                        glTexImage3D(getGLTextureTarget(), mip, format,
                            width, height, depth, 0, 
                            GL_RGBA, GL_UNSIGNED_BYTE, 0);
                        break;
                    case TEX_TYPE_CUBE_MAP:
                        for(int face=0; face<6; face++) {
                            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
                                width, height, 0, 
                                GL_RGBA, GL_UNSIGNED_BYTE, 0);
                        }
                        break;
                    case TEX_TYPE_2D_RECT:
                        break;
                };
                if(width>1)
                    width = width/2;
                if(height>1)
                    height = height/2;
                if(depth>1 && mTextureType != TEX_TYPE_2D_ARRAY)
                    depth = depth/2;
            }
        }
        _createSurfaceList();
        // Get final internal format
        mFormat = getBuffer(0,0)->getFormat();
    }
Exemplo n.º 3
0
	//* Creation / loading methods ********************************************
	void GLTexture::createInternalResourcesImpl(void)
    {
		if (!GLEW_VERSION_1_2 && mTextureType == TEX_TYPE_3D)
			OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
				"3D Textures not supported before OpenGL 1.2", 
				"GLTexture::createInternalResourcesImpl");

		// Convert to nearest power-of-two size if required
        mWidth = GLPixelUtil::optionalPO2(mWidth);      
        mHeight = GLPixelUtil::optionalPO2(mHeight);
        mDepth = GLPixelUtil::optionalPO2(mDepth);
		

		// Adjust format if required
		mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);
		
		// Check requested number of mipmaps
		size_t maxMips = GLPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);
		mNumMipmaps = mNumRequestedMipmaps;
		if(mNumMipmaps>maxMips)
			mNumMipmaps = maxMips;
		
		// Generate texture name
        glGenTextures( 1, &mTextureID );
		
		// Set texture type
		glBindTexture( getGLTextureTarget(), mTextureID );
        
		// This needs to be set otherwise the texture doesn't get rendered
		if (GLEW_VERSION_1_2)
			glTexParameteri( getGLTextureTarget(), GL_TEXTURE_MAX_LEVEL, mNumMipmaps );
        
        // Set some misc default parameters so NVidia won't complain, these can of course be changed later
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		if (GLEW_VERSION_1_2)
		{
			glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		}
		
		// If we can do automip generation and the user desires this, do so
		mMipmapsHardwareGenerated = 
			Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);
		// NVIDIA 175.16 drivers break hardware mip generation for non-compressed
		// textures - disable until fixed
		// Leave hardware gen on compressed textures since that's the only way we
		// can realistically do it since GLU doesn't support DXT
		// However DON'T do this on Apple, their drivers aren't subject to this
		// problem yet and in fact software generation appears to cause a crash 
		// in some cases which I've yet to track down
#if OGRE_PLATFORM != OGRE_PLATFORM_APPLE
		if (Root::getSingleton().getRenderSystem()->getCapabilities()->getVendor() == GPU_NVIDIA
			&& !PixelUtil::isCompressed(mFormat))
		{
			mMipmapsHardwareGenerated = false;
		}
#endif
		if((mUsage & TU_AUTOMIPMAP) &&
		    mNumRequestedMipmaps && mMipmapsHardwareGenerated)
        {
            glTexParameteri( getGLTextureTarget(), GL_GENERATE_MIPMAP, GL_TRUE );
        }
		
		// Allocate internal buffer so that glTexSubImageXD can be used
		// Internal format
		GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat, mHwGamma);
		size_t width = mWidth;
		size_t height = mHeight;
		size_t depth = mDepth;

		if(PixelUtil::isCompressed(mFormat))
		{
			// Compressed formats
			size_t size = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
			// Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
			// accept a 0 pointer like normal glTexImageXD
			// Run through this process for every mipmap to pregenerate mipmap piramid
			uint8 *tmpdata = new uint8[size];
			memset(tmpdata, 0, size);
			
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				size = PixelUtil::getMemorySize(width, height, depth, mFormat);
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glCompressedTexImage1DARB(GL_TEXTURE_1D, mip, format, 
							width, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_2D:
						glCompressedTexImage2DARB(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_3D:
						glCompressedTexImage3DARB(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glCompressedTexImage2DARB(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								size, tmpdata);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
			delete [] tmpdata;
		}
		else
		{
			// Run through this process to pregenerate mipmap piramid
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				// Normal formats
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glTexImage1D(GL_TEXTURE_1D, mip, format,
							width, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
	
						break;
					case TEX_TYPE_2D:
						glTexImage2D(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_3D:
						glTexImage3D(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								GL_RGBA, GL_UNSIGNED_BYTE, 0);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
		}
		_createSurfaceList();
		// Get final internal format
		mFormat = getBuffer(0,0)->getFormat();
	}
Exemplo n.º 4
0
	//* Creation / loading methods ********************************************
	void GLTexture::createInternalResourcesImpl(void)
    {
		// Convert to nearest power-of-two size if required
        mWidth = GLPixelUtil::optionalPO2(mWidth);      
        mHeight = GLPixelUtil::optionalPO2(mHeight);
        mDepth = GLPixelUtil::optionalPO2(mDepth);
		

		// Adjust format if required
		mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);
		
		// Check requested number of mipmaps
		size_t maxMips = GLPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);
		mNumMipmaps = mNumRequestedMipmaps;
		if(mNumMipmaps>maxMips)
			mNumMipmaps = maxMips;
		
		// Generate texture name
        glGenTextures( 1, &mTextureID );
		
		// Set texture type
		glBindTexture( getGLTextureTarget(), mTextureID );
        
		// This needs to be set otherwise the texture doesn't get rendered
        glTexParameteri( getGLTextureTarget(), GL_TEXTURE_MAX_LEVEL, mNumMipmaps );
        
        // Set some misc default parameters so NVidia won't complain, these can of course be changed later
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		
		// If we can do automip generation and the user desires this, do so
		mMipmapsHardwareGenerated = 
			Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);
		if((mUsage & TU_AUTOMIPMAP) &&
		    mNumRequestedMipmaps && mMipmapsHardwareGenerated)
        {
            glTexParameteri( getGLTextureTarget(), GL_GENERATE_MIPMAP, GL_TRUE );
        }
		
		// Allocate internal buffer so that glTexSubImageXD can be used
		// Internal format
		GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat);
		size_t width = mWidth;
		size_t height = mHeight;
		size_t depth = mDepth;

		if(PixelUtil::isCompressed(mFormat))
		{
			// Compressed formats
			size_t size = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
			// Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
			// accept a 0 pointer like normal glTexImageXD
			// Run through this process for every mipmap to pregenerate mipmap piramid
			uint8 *tmpdata = new uint8[size];
			memset(tmpdata, 0, size);
			
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				size = PixelUtil::getMemorySize(width, height, depth, mFormat);
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glCompressedTexImage1DARB(GL_TEXTURE_1D, mip, format, 
							width, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_2D:
						glCompressedTexImage2DARB(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_3D:
						glCompressedTexImage3DARB(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glCompressedTexImage2DARB(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								size, tmpdata);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
			delete [] tmpdata;
		}
		else
		{
			// Run through this process to pregenerate mipmap piramid
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				// Normal formats
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glTexImage1D(GL_TEXTURE_1D, mip, format,
							width, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
	
						break;
					case TEX_TYPE_2D:
						glTexImage2D(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_3D:
						glTexImage3D(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								GL_RGBA, GL_UNSIGNED_BYTE, 0);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
		}
		_createSurfaceList();
		// Get final internal format
		mFormat = getBuffer(0,0)->getFormat();
	}