1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-10 18:51:21 +03:00
occt/src/OpenGl/OpenGl_TextureBuffer.cxx
kgv 1220d98e7a 0032349: Visualization, TKOpenGl - move base buffer interface out from OpenGl_VertexBuffer class to OpenGl_Buffer
OpenGl_Buffer - added new class as a base for OpenGl_VertexBuffer, OpenGl_IndexBuffer, OpenGl_TextureBuffer.
OpenGl_TextureBufferArb has been renamed to OpenGl_TextureBuffer.
OpenGl_FrameBuffer - added initializers taking vec2i instead of (int,int) for dimensions.
2021-05-11 19:20:51 +03:00

288 lines
8.9 KiB
C++

// Created by: Kirill GAVRILOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <OpenGl_TextureBuffer.hxx>
#include <OpenGl_ArbTBO.hxx>
#include <OpenGl_GlCore20.hxx>
#include <OpenGl_Context.hxx>
#include <Standard_Assert.hxx>
IMPLEMENT_STANDARD_RTTIEXT(OpenGl_TextureBuffer, OpenGl_Buffer)
// =======================================================================
// function : OpenGl_TextureBuffer
// purpose :
// =======================================================================
OpenGl_TextureBuffer::OpenGl_TextureBuffer()
: OpenGl_Buffer(),
myTextureId (NO_TEXTURE),
myTexFormat (GL_RGBA32F)
{
//
}
// =======================================================================
// function : ~OpenGl_TextureBuffer
// purpose :
// =======================================================================
OpenGl_TextureBuffer::~OpenGl_TextureBuffer()
{
Release (NULL);
}
// =======================================================================
// function : GetTarget
// purpose :
// =======================================================================
unsigned int OpenGl_TextureBuffer::GetTarget() const
{
return GL_TEXTURE_BUFFER; // GL_TEXTURE_BUFFER for OpenGL 3.1+, OpenGL ES 3.2
}
// =======================================================================
// function : Release
// purpose :
// =======================================================================
void OpenGl_TextureBuffer::Release (OpenGl_Context* theGlCtx)
{
if (myTextureId != NO_TEXTURE)
{
// application can not handle this case by exception - this is bug in code
Standard_ASSERT_RETURN (theGlCtx != NULL,
"OpenGl_TextureBuffer destroyed without GL context! Possible GPU memory leakage...",);
if (theGlCtx->IsValid())
{
theGlCtx->core20fwd->glDeleteTextures (1, &myTextureId);
}
myTextureId = NO_TEXTURE;
}
base_type::Release (theGlCtx);
}
// =======================================================================
// function : Create
// purpose :
// =======================================================================
bool OpenGl_TextureBuffer::Create (const Handle(OpenGl_Context)& theGlCtx)
{
if (!base_type::Create (theGlCtx))
{
return false;
}
if (myTextureId == NO_TEXTURE)
{
theGlCtx->core20fwd->glGenTextures (1, &myTextureId);
}
return myTextureId != NO_TEXTURE;
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
bool OpenGl_TextureBuffer::Init (const Handle(OpenGl_Context)& theGlCtx,
const unsigned int theComponentsNb,
const Standard_Integer theElemsNb,
const float* theData)
{
if (theGlCtx->arbTBO == NULL)
{
return false;
}
else if (theComponentsNb < 1
|| theComponentsNb > 4)
{
// unsupported format
return false;
}
else if (theComponentsNb == 3
&& !theGlCtx->arbTboRGB32)
{
return false;
}
else if (!Create (theGlCtx)
|| !base_type::Init (theGlCtx, theComponentsNb, theElemsNb, theData))
{
return false;
}
switch (theComponentsNb)
{
case 1: myTexFormat = GL_R32F; break;
case 2: myTexFormat = GL_RG32F; break;
case 3: myTexFormat = GL_RGB32F; break; // GL_ARB_texture_buffer_object_rgb32
case 4: myTexFormat = GL_RGBA32F; break;
}
Bind (theGlCtx);
BindTexture (theGlCtx, Graphic3d_TextureUnit_0);
theGlCtx->arbTBO->glTexBuffer (GetTarget(), myTexFormat, myBufferId);
UnbindTexture(theGlCtx, Graphic3d_TextureUnit_0);
Unbind (theGlCtx);
return true;
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
bool OpenGl_TextureBuffer::Init (const Handle(OpenGl_Context)& theGlCtx,
const unsigned int theComponentsNb,
const Standard_Integer theElemsNb,
const unsigned int* theData)
{
if (theGlCtx->arbTBO == NULL)
{
return false;
}
else if (theComponentsNb < 1
|| theComponentsNb > 4)
{
// unsupported format
return false;
}
else if (theComponentsNb == 3
&& !theGlCtx->arbTboRGB32)
{
return false;
}
else if (!Create (theGlCtx)
|| !base_type::Init (theGlCtx, theComponentsNb, theElemsNb, theData))
{
return false;
}
switch (theComponentsNb)
{
case 1: myTexFormat = GL_R32I; break;
case 2: myTexFormat = GL_RG32I; break;
case 3: myTexFormat = GL_RGB32I; break;
case 4: myTexFormat = GL_RGBA32I; break;
}
Bind (theGlCtx);
BindTexture (theGlCtx, Graphic3d_TextureUnit_0);
theGlCtx->arbTBO->glTexBuffer (GetTarget(), myTexFormat, myBufferId);
UnbindTexture(theGlCtx, Graphic3d_TextureUnit_0);
Unbind (theGlCtx);
return true;
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
bool OpenGl_TextureBuffer::Init (const Handle(OpenGl_Context)& theGlCtx,
const unsigned int theComponentsNb,
const Standard_Integer theElemsNb,
const unsigned short* theData)
{
if (theGlCtx->arbTBO == NULL)
{
return false;
}
else if (theComponentsNb < 1
|| theComponentsNb > 4)
{
// unsupported format
return false;
}
else if (!Create (theGlCtx)
|| !base_type::Init (theGlCtx, theComponentsNb, theElemsNb, theData))
{
return false;
}
switch (theComponentsNb)
{
case 1: myTexFormat = GL_R16I; break;
case 2: myTexFormat = GL_RG16I; break;
case 3: myTexFormat = GL_RGB16I; break;
case 4: myTexFormat = GL_RGBA16I; break;
}
Bind (theGlCtx);
BindTexture (theGlCtx, Graphic3d_TextureUnit_0);
theGlCtx->arbTBO->glTexBuffer (GetTarget(), myTexFormat, myBufferId);
UnbindTexture(theGlCtx, Graphic3d_TextureUnit_0);
Unbind (theGlCtx);
return true;
}
// =======================================================================
// function : Init
// purpose :
// =======================================================================
bool OpenGl_TextureBuffer::Init (const Handle(OpenGl_Context)& theGlCtx,
const unsigned int theComponentsNb,
const Standard_Integer theElemsNb,
const Standard_Byte* theData)
{
if (theGlCtx->arbTBO == NULL)
{
return false;
}
else if (theComponentsNb < 1
|| theComponentsNb > 4)
{
// unsupported format
return false;
}
else if (!Create (theGlCtx)
|| !base_type::Init (theGlCtx, theComponentsNb, theElemsNb, theData))
{
return false;
}
switch (theComponentsNb)
{
case 1: myTexFormat = GL_R8; break;
case 2: myTexFormat = GL_RG8; break;
case 3: myTexFormat = GL_RGB8; break;
case 4: myTexFormat = GL_RGBA8; break;
}
Bind (theGlCtx);
BindTexture (theGlCtx, Graphic3d_TextureUnit_0);
theGlCtx->arbTBO->glTexBuffer (GetTarget(), myTexFormat, myBufferId);
UnbindTexture(theGlCtx, Graphic3d_TextureUnit_0);
Unbind (theGlCtx);
return true;
}
// =======================================================================
// function : BindTexture
// purpose :
// =======================================================================
void OpenGl_TextureBuffer::BindTexture (const Handle(OpenGl_Context)& theGlCtx,
const Graphic3d_TextureUnit theTextureUnit) const
{
theGlCtx->core20fwd->glActiveTexture (GL_TEXTURE0 + theTextureUnit);
theGlCtx->core20fwd->glBindTexture (GetTarget(), myTextureId);
}
// =======================================================================
// function : UnbindTexture
// purpose :
// =======================================================================
void OpenGl_TextureBuffer::UnbindTexture (const Handle(OpenGl_Context)& theGlCtx,
const Graphic3d_TextureUnit theTextureUnit) const
{
theGlCtx->core20fwd->glActiveTexture (GL_TEXTURE0 + theTextureUnit);
theGlCtx->core20fwd->glBindTexture (GetTarget(), NO_TEXTURE);
}