示例#1
0
void TextureManager::reset() {
	for (size_t i = 0; i < kTextureUnitCount; i++) {
		activeTexture(i);

		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_CUBE_MAP);

		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		glDisable(GL_TEXTURE_GEN_R);
	}

	activeTexture(0);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, 0);
}
示例#2
0
void GLRender::cleanup(GLint index) {
	for (GLint i = 0; i < index; i++) {
		activeTexture(i);
		glBindTexture(GL_TEXTURE_2D, 0);
	}
	
	glUseProgram(0);
}
void Texture2D::loadImage(const char * path, GLint index)
{
	assert(index >= 0 && index <= 31);
	int channel;
	activeTexture(index);
	bind(index);
	unsigned char * image = SOIL_load_image(path, &width[index], &height[index], &channel, SOIL_LOAD_RGBA);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width[index], height[index], 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
	generateMipmap(index);
	SOIL_free_image_data(image);
	unbind();
}
void bindTextureN(GLuint textureUnit, GLuint textureId, GLuint textureType/* = GL_TEXTURE_2D*/)
{
#if CC_ENABLE_GL_STATE_CACHE
    CCASSERT(textureUnit < MAX_ACTIVE_TEXTURE, "textureUnit is too big");
    if (s_currentBoundTexture[textureUnit] != textureId)
    {
        s_currentBoundTexture[textureUnit] = textureId;
        activeTexture(GL_TEXTURE0 + textureUnit);
        glBindTexture(textureType, textureId);
    }
#else
    glActiveTexture(GL_TEXTURE0 + textureUnit);
    glBindTexture(textureType, textureId);
#endif
}
void StateManagerGL::deleteTexture(GLuint texture)
{
    if (texture != 0)
    {
        for (const auto &textureTypeIter : mTextures)
        {
            const std::vector<GLuint> &textureVector = textureTypeIter.second;
            for (size_t textureUnitIndex = 0; textureUnitIndex < textureVector.size(); textureUnitIndex++)
            {
                if (textureVector[textureUnitIndex] == texture)
                {
                    activeTexture(textureUnitIndex);
                    bindTexture(textureTypeIter.first, 0);
                }
            }
        }

        mFunctions->deleteTextures(1, &texture);
    }
}
示例#6
0
void TextureManager::reset() {
	activeTexture(0);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, 0);
}
gl::Error StateManagerGL::setGenericDrawState(const gl::Data &data)
{
    const gl::State &state = *data.state;

    // If the context has changed, pause the previous context's transform feedback and queries
    if (data.context != mPrevDrawContext)
    {
        if (mPrevDrawTransformFeedback != nullptr)
        {
            mPrevDrawTransformFeedback->syncPausedState(true);
        }

        for (QueryGL *prevQuery : mPrevDrawQueries)
        {
            prevQuery->pause();
        }
    }
    mPrevDrawTransformFeedback = nullptr;
    mPrevDrawQueries.clear();

    mPrevDrawContext = data.context;

    // Sync the current program state
    const gl::Program *program = state.getProgram();
    const ProgramGL *programGL = GetImplAs<ProgramGL>(program);
    useProgram(programGL->getProgramID());

    for (size_t uniformBlockIndex = 0; uniformBlockIndex < program->getActiveUniformBlockCount();
         uniformBlockIndex++)
    {
        GLuint binding = program->getUniformBlockBinding(static_cast<GLuint>(uniformBlockIndex));
        const OffsetBindingPointer<gl::Buffer> &uniformBuffer =
            data.state->getIndexedUniformBuffer(binding);

        if (uniformBuffer.get() != nullptr)
        {
            BufferGL *bufferGL = GetImplAs<BufferGL>(uniformBuffer.get());

            if (uniformBuffer.getSize() == 0)
            {
                bindBufferBase(GL_UNIFORM_BUFFER, binding, bufferGL->getBufferID());
            }
            else
            {
                bindBufferRange(GL_UNIFORM_BUFFER, binding, bufferGL->getBufferID(),
                                uniformBuffer.getOffset(), uniformBuffer.getSize());
            }
        }
    }

    const std::vector<SamplerBindingGL> &appliedSamplerUniforms = programGL->getAppliedSamplerUniforms();
    for (const SamplerBindingGL &samplerUniform : appliedSamplerUniforms)
    {
        GLenum textureType = samplerUniform.textureType;
        for (GLuint textureUnitIndex : samplerUniform.boundTextureUnits)
        {
            const gl::Texture *texture = state.getSamplerTexture(textureUnitIndex, textureType);
            if (texture != nullptr)
            {
                const TextureGL *textureGL = GetImplAs<TextureGL>(texture);

                if (mTextures[textureType][textureUnitIndex] != textureGL->getTextureID())
                {
                    activeTexture(textureUnitIndex);
                    bindTexture(textureType, textureGL->getTextureID());
                }

                textureGL->syncState(textureUnitIndex, texture->getTextureState());
            }
            else
            {
                if (mTextures[textureType][textureUnitIndex] != 0)
                {
                    activeTexture(textureUnitIndex);
                    bindTexture(textureType, 0);
                }
            }

            const gl::Sampler *sampler = state.getSampler(textureUnitIndex);
            if (sampler != nullptr)
            {
                const SamplerGL *samplerGL = GetImplAs<SamplerGL>(sampler);
                samplerGL->syncState(sampler->getSamplerState());
                bindSampler(textureUnitIndex, samplerGL->getSamplerID());
            }
            else
            {
                bindSampler(textureUnitIndex, 0);
            }
        }
    }

    const gl::Framebuffer *framebuffer = state.getDrawFramebuffer();
    const FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
    bindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferGL->getFramebufferID());
    framebufferGL->syncDrawState();

    // Seamless cubemaps are required for ES3 and higher contexts.
    setTextureCubemapSeamlessEnabled(data.clientVersion >= 3);

    // Set the current transform feedback state
    gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback();
    if (transformFeedback)
    {
        TransformFeedbackGL *transformFeedbackGL =
            GetImplAs<TransformFeedbackGL>(transformFeedback);
        bindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbackGL->getTransformFeedbackID());
        transformFeedbackGL->syncActiveState(transformFeedback->isActive(),
                                             transformFeedback->getPrimitiveMode());
        transformFeedbackGL->syncPausedState(transformFeedback->isPaused());
        mPrevDrawTransformFeedback = transformFeedbackGL;
    }
    else
    {
        bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
        mPrevDrawTransformFeedback = nullptr;
    }

    // Set the current query state
    for (GLenum queryType : QueryTypes)
    {
        gl::Query *query = state.getActiveQuery(queryType);
        if (query != nullptr)
        {
            QueryGL *queryGL = GetImplAs<QueryGL>(query);
            queryGL->resume();

            mPrevDrawQueries.insert(queryGL);
        }
    }

    return gl::Error(GL_NO_ERROR);
}
示例#8
0
void BufferTexture::unbindTexture( uint8_t textureUnit )
{
	ScopedActiveTexture activeTexture( textureUnit );
	gl::context()->bindTexture( mTarget, 0 );
}
示例#9
0
gl::Error StateManagerGL::setGenericDrawState(const gl::Data &data)
{
    const gl::State &state = *data.state;
    const gl::Caps &caps = *data.caps;

    const gl::Program *program = state.getProgram();
    const ProgramGL *programGL = GetImplAs<ProgramGL>(program);
    useProgram(programGL->getProgramID());

    // TODO: Only apply textures referenced by the program.
    for (auto textureTypeIter = mTextures.begin(); textureTypeIter != mTextures.end(); textureTypeIter++)
    {
        GLenum textureType = textureTypeIter->first;

        // Determine if this texture type can exist in the source context
        bool validTextureType = (textureType == GL_TEXTURE_2D || textureType == GL_TEXTURE_CUBE_MAP ||
                                 (textureType == GL_TEXTURE_2D_ARRAY && data.clientVersion >= 3) ||
                                 (textureType == GL_TEXTURE_3D && data.clientVersion >= 3));

        const std::vector<GLuint> &textureVector = textureTypeIter->second;
        for (size_t textureUnitIndex = 0; textureUnitIndex < textureVector.size(); textureUnitIndex++)
        {
            const gl::Texture *texture = nullptr;

            bool validTextureUnit = textureUnitIndex < caps.maxCombinedTextureImageUnits;
            if (validTextureType && validTextureUnit)
            {
                texture = state.getSamplerTexture(textureUnitIndex, textureType);
            }

            if (texture != nullptr)
            {
                const TextureGL *textureGL = GetImplAs<TextureGL>(texture);
                textureGL->syncSamplerState(texture->getSamplerState());

                if (mTextures[textureType][textureUnitIndex] != textureGL->getTextureID())
                {
                    activeTexture(textureUnitIndex);
                    bindTexture(textureType, textureGL->getTextureID());
                }

                // TODO: apply sampler object if one is bound
            }
            else
            {
                if (mTextures[textureType][textureUnitIndex] != 0)
                {
                    activeTexture(textureUnitIndex);
                    bindTexture(textureType, 0);
                }
            }
        }
    }

    const gl::Framebuffer *framebuffer = state.getDrawFramebuffer();
    const FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
    bindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferGL->getFramebufferID());

    setScissor(state.getScissor());
    setViewport(state.getViewport());

    const gl::BlendState &blendState = state.getBlendState();
    setColorMask(blendState.colorMaskRed, blendState.colorMaskGreen, blendState.colorMaskBlue, blendState.colorMaskAlpha);

    const gl::DepthStencilState &depthStencilState = state.getDepthStencilState();
    setDepthMask(depthStencilState.depthMask);
    setStencilMask(depthStencilState.stencilMask);

    return gl::Error(GL_NO_ERROR);
}
示例#10
0
void djvOpenGlImage::draw(
    const djvPixelData &          data,
    const djvOpenGlImageOptions & options,
    djvOpenGlImageState *         state) throw (djvError)
{
    //DJV_DEBUG("djvOpenGlImage::draw");
    //DJV_DEBUG_PRINT("data = " << data);
    //DJV_DEBUG_PRINT("color profile = " << options.colorProfile);
    
    RestoreState restoreState;

    djvOpenGlImageState defaultState;

    if (! state)
    {
        state = &defaultState;
    }

    const djvPixelDataInfo & info = data.info();

    const int proxyScale =
        options.proxyScale ?
        djvPixelDataUtil::proxyScale(info.proxy) :
        1;

    const djvVector2i scale = djvVectorUtil::ceil<double, int>(
        options.xform.scale * djvVector2f(info.size * proxyScale));

    const djvVector2i scaleTmp(scale.x, data.h());

    //DJV_DEBUG_PRINT("scale = " << scale);
    //DJV_DEBUG_PRINT("scale tmp = " << scaleTmp);

    // Initialize.

    const djvOpenGlImageFilter::FILTER filter =
        info.size == scale ? djvOpenGlImageFilter::NEAREST :
        (djvVectorUtil::area(scale) < djvVectorUtil::area(info.size) ?
         options.filter.min : options.filter.mag);

    //DJV_DEBUG_PRINT("filter min = " << options.filter.min);
    //DJV_DEBUG_PRINT("filter mag = " << options.filter.mag);
    //DJV_DEBUG_PRINT("filter = " << filter);

    if (! state->_init || state->_info != info || state->_options != options)
    {
        switch (filter)
        {
            case djvOpenGlImageFilter::NEAREST:
            case djvOpenGlImageFilter::LINEAR:
            {
                //DJV_DEBUG_PRINT("init single pass");

                state->_texture->init(
                    data.info(),
                    djvOpenGlImageFilter::toGl(filter),
                    djvOpenGlImageFilter::toGl(filter));

                state->_shader->init(
                    sourceVertex,
                    sourceFragment(
                        options.colorProfile.type,
                        options.displayProfile,
                        options.channel,
                        false,
                        0,
                        false));
            }
            break;

            case djvOpenGlImageFilter::BOX:
            case djvOpenGlImageFilter::TRIANGLE:
            case djvOpenGlImageFilter::BELL:
            case djvOpenGlImageFilter::BSPLINE:
            case djvOpenGlImageFilter::LANCZOS3:
            case djvOpenGlImageFilter::CUBIC:
            case djvOpenGlImageFilter::MITCHELL:
            {
                //DJV_DEBUG_PRINT("init two pass");

                state->_texture->init(
                    data.info(),
                    GL_NEAREST,
                    GL_NEAREST);

                // Initialize horizontal pass.

                djvPixelData contrib;

                scaleContrib(
                    data.w(),
                    scale.x,
                    filter,
                    contrib);

                state->_scaleXContrib->init(
                    contrib,
                    GL_NEAREST,
                    GL_NEAREST);

                state->_scaleXShader->init(
                    sourceVertex,
                    sourceFragment(
                        options.colorProfile.type,
                        djvOpenGlImageDisplayProfile(),
                        static_cast<djvOpenGlImageOptions::CHANNEL>(0),
                        true,
                        contrib.h(),
                        true));

                // Initialize vertical pass.

                scaleContrib(
                    data.h(),
                    scale.y,
                    filter,
                    contrib);

                state->_scaleYContrib->init(
                    contrib,
                    GL_NEAREST,
                    GL_NEAREST);

                state->_scaleYShader->init(
                    sourceVertex,
                    sourceFragment(
                        static_cast<djvColorProfile::PROFILE>(0),
                        options.displayProfile,
                        options.channel,
                        true,
                        contrib.h(),
                        false));
            }
            break;

            default: break;
        }

        state->_init    = true;
        state->_info    = info;
        state->_options = options;
    }

    // Render.

    const djvPixelDataInfo::Mirror mirror(
        info.mirror.x ? (! options.xform.mirror.x) : options.xform.mirror.x,
        info.mirror.y ? (! options.xform.mirror.y) : options.xform.mirror.y);

    //DJV_DEBUG_PRINT("mirror = " << mirror.x << " " << mirror.y);

    switch (filter)
    {
        case djvOpenGlImageFilter::NEAREST:
        case djvOpenGlImageFilter::LINEAR:
        {
            //DJV_DEBUG_PRINT("draw single pass");

            state->_shader->bind();

            // Initialize color and display profiles.

            colorProfileInit(
                options,
                state->_shader->program(),
                *state->_lutColorProfile);

            displayProfileInit(
                options,
                state->_shader->program(),
                *state->_lutDisplayProfile);

            // Draw.

            activeTexture(GL_TEXTURE0);

            uniform1i(state->_shader->program(), "inTexture", 0);

            state->_texture->copy(data);
            state->_texture->bind();

            DJV_DEBUG_OPEN_GL(glPushMatrix());
            const djvMatrix3f m = djvOpenGlImageXform::xformMatrix(options.xform);
            //DJV_DEBUG_PRINT("m = " << m);
            DJV_DEBUG_OPEN_GL(glLoadMatrixd(djvMatrixUtil::matrix4(m).e));

            quad(info.size, mirror, proxyScale);

            DJV_DEBUG_OPEN_GL(glPopMatrix());
        }
        break;

        case djvOpenGlImageFilter::BOX:
        case djvOpenGlImageFilter::TRIANGLE:
        case djvOpenGlImageFilter::BELL:
        case djvOpenGlImageFilter::BSPLINE:
        case djvOpenGlImageFilter::LANCZOS3:
        case djvOpenGlImageFilter::CUBIC:
        case djvOpenGlImageFilter::MITCHELL:
        {
            //DJV_DEBUG_PRINT("draw two pass");

            // Horizontal pass.

            djvOpenGlOffscreenBuffer buffer(
                djvPixelDataInfo(scaleTmp, data.pixel()));

            {
                djvOpenGlOffscreenBufferScope bufferScope(&buffer);

                state->_scaleXShader->bind();

                colorProfileInit(
                    options,
                    state->_scaleXShader->program(),
                    *state->_lutColorProfile);

                activeTexture(GL_TEXTURE0);

                uniform1i(state->_scaleXShader->program(), "inTexture", 0);

                state->_texture->copy(data);
                state->_texture->bind();

                activeTexture(GL_TEXTURE1);

                uniform1i(
                    state->_scaleXShader->program(), "inScaleContrib", 1);

                state->_scaleXContrib->bind();

                glPushAttrib(GL_TRANSFORM_BIT | GL_VIEWPORT_BIT);
                glMatrixMode(GL_PROJECTION);
                glPushMatrix();
                glMatrixMode(GL_MODELVIEW);
                glPushMatrix();

                djvOpenGlUtil::ortho(scaleTmp);
                glViewport(0, 0, scaleTmp.x, scaleTmp.y);
                quad(scaleTmp, mirror);

                glMatrixMode(GL_PROJECTION);
                glPopMatrix();
                glMatrixMode(GL_MODELVIEW);
                glPopMatrix();
                glPopAttrib();
            }

            // Vertical pass.

            state->_scaleYShader->bind();

            displayProfileInit(
                options,
                state->_scaleYShader->program(),
                *state->_lutDisplayProfile);

            activeTexture(GL_TEXTURE0);

            uniform1i(state->_scaleYShader->program(), "inTexture", 0);

            DJV_DEBUG_OPEN_GL(glBindTexture(GL_TEXTURE_2D, buffer.texture()));

            activeTexture(GL_TEXTURE1);

            uniform1i(state->_scaleYShader->program(), "inScaleContrib", 1);

            state->_scaleYContrib->bind();

            djvOpenGlImageXform xform = options.xform;
            xform.scale = djvVector2f(1.0);
            const djvMatrix3f m = djvOpenGlImageXform::xformMatrix(xform);

            DJV_DEBUG_OPEN_GL(glPushMatrix());
            DJV_DEBUG_OPEN_GL(glLoadMatrixd(djvMatrixUtil::matrix4(m).e));

            quad(scale);

            DJV_DEBUG_OPEN_GL(glPopMatrix());
        }
        break;

        default: break;
    }
}
示例#11
0
void
bindTexture(TextureUnitId aTextureUnit, TextureTarget aTextureTarget, TextureId aTexture)
{
	activeTexture(aTextureUnit);
	bindTexture(aTextureTarget, aTexture);
}