/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreGLHardwarePixelBuffer.h" #include "OgreGLTexture.h" #include "OgreGLSupport.h" #include "OgreGLPixelFormat.h" #include "OgreException.h" #include "OgreLogManager.h" #include "OgreStringConverter.h" #include "OgreBitwise.h" namespace Ogre { //----------------------------------------------------------------------------- GLHardwarePixelBuffer::GLHardwarePixelBuffer(GLenum target, GLuint id, GLint face, GLint level, Usage usage, bool crappyCard): HardwarePixelBuffer(0, 0, 0, PF_UNKNOWN, usage, false, false), mType(TYPE_TEXTURE), mTarget(target), mTextureID(id), mFace(face), mLevel(level), mSoftwareMipmap(crappyCard) { // devise mWidth, mHeight and mDepth and mFormat GLint value; glBindTexture( mTarget, mTextureID ); // Get face identifier mFaceTarget = mTarget; if(mTarget == GL_TEXTURE_CUBE_MAP) mFaceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face; // Get width glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_WIDTH, &value); mWidth = value; // Get height if(target == GL_TEXTURE_1D) value = 1; // Height always 1 for 1D textures else glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_HEIGHT, &value); mHeight = value; // Get depth if(target != GL_TEXTURE_3D) value = 1; // Depth always 1 for non-3D textures else glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_DEPTH, &value); mDepth = value; // Get format glGetTexLevelParameteriv(mFaceTarget, level, GL_TEXTURE_INTERNAL_FORMAT, &value); int mGLInternalFormat = value; mFormat = GLPixelUtil::getClosestOGREFormat(value); // Default mRowPitch = mWidth; mSlicePitch = mHeight*mWidth; mSizeInBytes = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat); // Log a message /* std::stringstream str; str << "GLHardwarePixelBuffer constructed for texture " << mTextureID << " face " << mFace << " level " << mLevel << ": " << "width=" << mWidth << " height="<< mHeight << " depth=" << mDepth << "format=" << PixelUtil::getFormatName(mFormat) << "(internal 0x" << std::hex << value << ")"; LogManager::getSingleton().logMessage( LML_NORMAL, str.str()); */ // Set up pixel box mBuffer = PixelBox(mWidth, mHeight, mDepth, mFormat); if(mWidth==0 || mHeight==0 || mDepth==0) /// We are invalid, do not allocate a buffer return; // Allocate buffer if(mUsage & HBU_STATIC) allocateBuffer(); } //----------------------------------------------------------------------------- GLHardwarePixelBuffer::~GLHardwarePixelBuffer() { // Force free buffer delete [] (uint8*)mBuffer.data; } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::allocateBuffer() { if(mBuffer.data) // Already allocated return; mBuffer.data = new uint8[mSizeInBytes]; // TODO: use PBO if we're HBU_DYNAMIC } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::freeBuffer() { // Free buffer if we're STATIC to save memory if(mUsage & HBU_STATIC) { delete [] (uint8*)mBuffer.data; mBuffer.data = 0; } } //----------------------------------------------------------------------------- PixelBox GLHardwarePixelBuffer::lockImpl(const Image::Box lockBox, LockOptions options) { allocateBuffer(); //if(!(mUsage & HBU_WRITEONLY) && options!=HBU_DISCARD) if(options == HBL_READ_ONLY) // Download the old contents of the texture download(mBuffer); return mBuffer.getSubVolume(lockBox); } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::unlockImpl(void) { // From buffer to card upload(mCurrentLock); freeBuffer(); } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::upload(const PixelBox &data) { glBindTexture( mTarget, mTextureID ); if(PixelUtil::isCompressed(data.format)) { if(data.format != mFormat || !data.isConsecutive()) OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Compressed images must be consecutive, in the source format", "GLHardwarePixelBuffer::upload"); GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat); // Data must be consecutive and at beginning of buffer as PixelStorei not allowed // for compressed formats switch(mTarget) { case GL_TEXTURE_1D: glCompressedTexSubImage1DARB_ptr(GL_TEXTURE_1D, mLevel, data.left, data.getWidth(), format, data.getConsecutiveSize(), data.data); break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: glCompressedTexSubImage2DARB_ptr(mFaceTarget, mLevel, data.left, data.top, data.getWidth(), data.getHeight(), format, data.getConsecutiveSize(), data.data); break; case GL_TEXTURE_3D: glCompressedTexSubImage3DARB_ptr(GL_TEXTURE_3D, mLevel, data.left, data.top, data.front, data.getWidth(), data.getHeight(), data.getDepth(), format, data.getConsecutiveSize(), data.data); break; } } else if(mSoftwareMipmap) { GLint internalFormat; glGetTexLevelParameteriv(mTarget, mLevel, GL_TEXTURE_INTERNAL_FORMAT, &internalFormat); if(data.getWidth() != data.rowPitch) glPixelStorei(GL_UNPACK_ROW_LENGTH, data.rowPitch); if(data.getHeight()*data.getWidth() != data.slicePitch) glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.slicePitch/data.getWidth())); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); switch(mTarget) { case GL_TEXTURE_1D: gluBuild1DMipmaps( GL_TEXTURE_1D, internalFormat, data.getWidth(), GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data); break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: gluBuild2DMipmaps( mFaceTarget, internalFormat, data.getWidth(), data.getHeight(), GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data); break; case GL_TEXTURE_3D: /* Requires GLU 1.3 which is harder to come by than cards doing hardware mipmapping Most 3D textures don't need mipmaps? gluBuild3DMipmaps( GL_TEXTURE_3D, internalFormat, data.getWidth(), data.getHeight(), data.getDepth(), GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data); */ glTexImage3D( GL_TEXTURE_3D, 0, internalFormat, data.getWidth(), data.getHeight(), data.getDepth(), 0, GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data ); break; } } else { if(data.getWidth() != data.rowPitch) glPixelStorei(GL_UNPACK_ROW_LENGTH, data.rowPitch); if(data.getHeight()*data.getWidth() != data.slicePitch) glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, (data.slicePitch/data.getWidth())); if((data.getWidth()*PixelUtil::getNumElemBytes(data.format)) & 3) { // Standard alignment of 4 is not right glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } switch(mTarget) { case GL_TEXTURE_1D: glTexSubImage1D(GL_TEXTURE_1D, mLevel, data.left, data.getWidth(), GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data); break; case GL_TEXTURE_2D: case GL_TEXTURE_CUBE_MAP: glTexSubImage2D(mFaceTarget, mLevel, data.left, data.top, data.getWidth(), data.getHeight(), GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data); break; case GL_TEXTURE_3D: #if OGRE_PLATFORM == OGRE_PLATFORM_LINUX // GLX doesn't define it glTexSubImage3DEXT( #else glTexSubImage3D( #endif GL_TEXTURE_3D, mLevel, data.left, data.top, data.front, data.getWidth(), data.getHeight(), data.getDepth(), GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data); break; } } // Restore defaults glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::download(const PixelBox &data) { if(data.getWidth() != getWidth() || data.getHeight() != getHeight() || data.getDepth() != getDepth()) OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "only download of entire buffer is supported by GL", "GLHardwarePixelBuffer::download"); glBindTexture( mTarget, mTextureID ); if(PixelUtil::isCompressed(data.format)) { if(data.format != mFormat || !data.isConsecutive()) OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Compressed images must be consecutive, in the source format", "GLHardwarePixelBuffer::upload"); // Data must be consecutive and at beginning of buffer as PixelStorei not allowed // for compressed formate glGetCompressedTexImageARB_ptr(mFaceTarget, mLevel, data.data); } else { if(data.getWidth() != data.rowPitch) glPixelStorei(GL_PACK_ROW_LENGTH, data.rowPitch); if(data.getHeight()*data.getWidth() != data.slicePitch) glPixelStorei(GL_PACK_IMAGE_HEIGHT, (data.slicePitch/data.getWidth())); if((data.getWidth()*PixelUtil::getNumElemBytes(data.format)) & 3) { // Standard alignment of 4 is not right glPixelStorei(GL_PACK_ALIGNMENT, 1); } // We can only get the entire texture glGetTexImage(mFaceTarget, mLevel, GLPixelUtil::getGLOriginFormat(data.format), GLPixelUtil::getGLOriginDataType(data.format), data.data); // Restore defaults glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0); glPixelStorei(GL_PACK_ALIGNMENT, 4); } } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::blit(HardwarePixelBuffer *src, const Image::Box &srcBox, const Image::Box &dstBox) { // this can be sped up with some copy pixels primitive, sometimes, maybe HardwarePixelBuffer::blit(src, srcBox, dstBox); } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::blitFromMemory(const PixelBox &src, const Image::Box &dstBox) { if(!mBuffer.contains(dstBox)) OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "destination box out of range", "GLHardwarePixelBuffer::blitFromMemory"); PixelBox scaled; if(src.getWidth() != dstBox.getWidth() || src.getHeight() != dstBox.getHeight() || src.getDepth() != dstBox.getDepth()) { // Scale to destination size. Use DevIL and not iluScale because ILU screws up for // floating point textures and cannot cope with 3D images. // This also does pixel format conversion if needed allocateBuffer(); scaled = mBuffer.getSubVolume(dstBox); Image::scale(src, scaled, Image::FILTER_BILINEAR); } else if(GLPixelUtil::getGLOriginFormat(src.format) == 0) { // Extents match, but format is not accepted as valid source format for GL // do conversion in temporary buffer allocateBuffer(); scaled = mBuffer.getSubVolume(dstBox); PixelUtil::bulkPixelConversion(src, scaled); } else { // No scaling or conversion needed scaled = src; // Set extents for upload scaled.left = dstBox.left; scaled.right = dstBox.right; scaled.top = dstBox.top; scaled.bottom = dstBox.bottom; scaled.front = dstBox.front; scaled.back = dstBox.back; } upload(scaled); freeBuffer(); } //----------------------------------------------------------------------------- void GLHardwarePixelBuffer::blitToMemory(const Image::Box &srcBox, const PixelBox &dst) { if(!mBuffer.contains(srcBox)) OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "source box out of range", "GLHardwarePixelBuffer::blitToMemory"); if(srcBox.left == 0 && srcBox.right == getWidth() && srcBox.top == 0 && srcBox.bottom == getHeight() && srcBox.front == 0 && srcBox.back == getDepth() && dst.getWidth() == getWidth() && dst.getHeight() == getHeight() && dst.getDepth() == getDepth() && GLPixelUtil::getGLOriginFormat(dst.format) != 0) { // The direct case: the user wants the entire texture in a format supported by GL // so we don't need an intermediate buffer download(dst); } else { // Use buffer for intermediate copy allocateBuffer(); // Download entire buffer download(mBuffer); if(srcBox.getWidth() != dst.getWidth() || srcBox.getHeight() != dst.getHeight() || srcBox.getDepth() != dst.getDepth()) { // We need scaling Image::scale(mBuffer.getSubVolume(srcBox), dst, Image::FILTER_BILINEAR); } else { // Just copy the bit that we need PixelUtil::bulkPixelConversion(mBuffer.getSubVolume(srcBox), dst); } freeBuffer(); } } };