mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
gl haxx for floatframebuffer
This commit is contained in:
287
src/com/badlogic/gdx/graphics/GLTexture.java
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287
src/com/badlogic/gdx/graphics/GLTexture.java
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/*******************************************************************************
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* Copyright 2011 See AUTHORS file.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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******************************************************************************/
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package com.badlogic.gdx.graphics;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Pixmap.Blending;
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import com.badlogic.gdx.graphics.Texture.TextureFilter;
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import com.badlogic.gdx.graphics.Texture.TextureWrap;
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import com.badlogic.gdx.graphics.TextureData.TextureDataType;
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import com.badlogic.gdx.graphics.glutils.MipMapGenerator;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.utils.BufferUtils;
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import com.badlogic.gdx.utils.Disposable;
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import java.nio.Buffer;
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import java.nio.FloatBuffer;
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/** Class representing an OpenGL texture by its target and handle. Keeps track of its state like the TextureFilter and
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* TextureWrap. Also provides some (protected) static methods to create TextureData and upload image data.
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*
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* This version of code is based on GDX 1.12.0 and was modified for the Terrarum project.
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*
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* @author badlogic, Xoppa, CuriousTorvald */
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public abstract class GLTexture implements Disposable {
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/** The target of this texture, used when binding the texture, e.g. GL_TEXTURE_2D */
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public final int glTarget;
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protected int glHandle;
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protected TextureFilter minFilter = TextureFilter.Nearest;
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protected TextureFilter magFilter = TextureFilter.Nearest;
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protected TextureWrap uWrap = TextureWrap.ClampToEdge;
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protected TextureWrap vWrap = TextureWrap.ClampToEdge;
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protected float anisotropicFilterLevel = 1.0f;
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private static float maxAnisotropicFilterLevel = 0;
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/** @return the width of the texture in pixels */
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public abstract int getWidth ();
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/** @return the height of the texture in pixels */
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public abstract int getHeight ();
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/** @return the depth of the texture in pixels */
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public abstract int getDepth ();
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/** Generates a new OpenGL texture with the specified target. */
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public GLTexture (int glTarget) {
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this(glTarget, Gdx.gl.glGenTexture());
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}
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public GLTexture (int glTarget, int glHandle) {
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this.glTarget = glTarget;
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this.glHandle = glHandle;
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}
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/** @return whether this texture is managed or not. */
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public abstract boolean isManaged ();
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protected abstract void reload ();
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/** Binds this texture. The texture will be bound to the currently active texture unit specified via
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* {@link GL20#glActiveTexture(int)}. */
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public void bind () {
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Gdx.gl.glBindTexture(glTarget, glHandle);
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}
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/** Binds the texture to the given texture unit. Sets the currently active texture unit via {@link GL20#glActiveTexture(int)}.
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* @param unit the unit (0 to MAX_TEXTURE_UNITS). */
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public void bind (int unit) {
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0 + unit);
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Gdx.gl.glBindTexture(glTarget, glHandle);
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}
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/** @return The {@link Texture.TextureFilter} used for minification. */
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public TextureFilter getMinFilter () {
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return minFilter;
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}
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/** @return The {@link Texture.TextureFilter} used for magnification. */
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public TextureFilter getMagFilter () {
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return magFilter;
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}
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/** @return The {@link Texture.TextureWrap} used for horizontal (U) texture coordinates. */
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public TextureWrap getUWrap () {
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return uWrap;
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}
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/** @return The {@link Texture.TextureWrap} used for vertical (V) texture coordinates. */
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public TextureWrap getVWrap () {
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return vWrap;
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}
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/** @return The OpenGL handle for this texture. */
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public int getTextureObjectHandle () {
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return glHandle;
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}
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/** Sets the {@link TextureWrap} for this texture on the u and v axis. Assumes the texture is bound and active!
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* @param u the u wrap
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* @param v the v wrap */
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public void unsafeSetWrap (TextureWrap u, TextureWrap v) {
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unsafeSetWrap(u, v, false);
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}
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/** Sets the {@link TextureWrap} for this texture on the u and v axis. Assumes the texture is bound and active!
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* @param u the u wrap
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* @param v the v wrap
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* @param force True to always set the values, even if they are the same as the current values. */
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public void unsafeSetWrap (TextureWrap u, TextureWrap v, boolean force) {
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if (u != null && (force || uWrap != u)) {
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_WRAP_S, u.getGLEnum());
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uWrap = u;
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}
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if (v != null && (force || vWrap != v)) {
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_WRAP_T, v.getGLEnum());
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vWrap = v;
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}
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}
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/** Sets the {@link TextureWrap} for this texture on the u and v axis. This will bind this texture!
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* @param u the u wrap
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* @param v the v wrap */
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public void setWrap (TextureWrap u, TextureWrap v) {
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this.uWrap = u;
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this.vWrap = v;
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bind();
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_WRAP_S, u.getGLEnum());
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_WRAP_T, v.getGLEnum());
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}
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/** Sets the {@link TextureFilter} for this texture for minification and magnification. Assumes the texture is bound and
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* active!
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* @param minFilter the minification filter
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* @param magFilter the magnification filter */
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public void unsafeSetFilter (TextureFilter minFilter, TextureFilter magFilter) {
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unsafeSetFilter(minFilter, magFilter, false);
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}
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/** Sets the {@link TextureFilter} for this texture for minification and magnification. Assumes the texture is bound and
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* active!
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* @param minFilter the minification filter
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* @param magFilter the magnification filter
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* @param force True to always set the values, even if they are the same as the current values. */
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public void unsafeSetFilter (TextureFilter minFilter, TextureFilter magFilter, boolean force) {
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if (minFilter != null && (force || this.minFilter != minFilter)) {
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_MIN_FILTER, minFilter.getGLEnum());
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this.minFilter = minFilter;
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}
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if (magFilter != null && (force || this.magFilter != magFilter)) {
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_MAG_FILTER, magFilter.getGLEnum());
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this.magFilter = magFilter;
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}
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}
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/** Sets the {@link TextureFilter} for this texture for minification and magnification. This will bind this texture!
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* @param minFilter the minification filter
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* @param magFilter the magnification filter */
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public void setFilter (TextureFilter minFilter, TextureFilter magFilter) {
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this.minFilter = minFilter;
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this.magFilter = magFilter;
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bind();
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_MIN_FILTER, minFilter.getGLEnum());
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Gdx.gl.glTexParameteri(glTarget, GL20.GL_TEXTURE_MAG_FILTER, magFilter.getGLEnum());
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}
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/** Sets the anisotropic filter level for the texture. Assumes the texture is bound and active!
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*
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* @param level The desired level of filtering. The maximum level supported by the device up to this value will be used.
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* @return The actual level set, which may be lower than the provided value due to device limitations. */
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public float unsafeSetAnisotropicFilter (float level) {
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return unsafeSetAnisotropicFilter(level, false);
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}
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/** Sets the anisotropic filter level for the texture. Assumes the texture is bound and active!
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*
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* @param level The desired level of filtering. The maximum level supported by the device up to this value will be used.
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* @param force True to always set the value, even if it is the same as the current values.
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* @return The actual level set, which may be lower than the provided value due to device limitations. */
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public float unsafeSetAnisotropicFilter (float level, boolean force) {
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return 1f;
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// float max = getMaxAnisotropicFilterLevel();
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// if (max == 1f) return 1f;
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// level = Math.min(level, max);
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// if (!force && MathUtils.isEqual(level, anisotropicFilterLevel, 0.1f)) return anisotropicFilterLevel;
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// Gdx.gl20.glTexParameterf(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAX_ANISOTROPY_EXT, level);
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// return anisotropicFilterLevel = level;
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}
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/** Sets the anisotropic filter level for the texture. This will bind the texture!
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*
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* @param level The desired level of filtering. The maximum level supported by the device up to this value will be used.
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* @return The actual level set, which may be lower than the provided value due to device limitations. */
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public float setAnisotropicFilter (float level) {
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float max = getMaxAnisotropicFilterLevel();
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if (max == 1f) return 1f;
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level = Math.min(level, max);
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if (MathUtils.isEqual(level, anisotropicFilterLevel, 0.1f)) return level;
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bind();
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Gdx.gl20.glTexParameterf(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MAX_ANISOTROPY_EXT, level);
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return anisotropicFilterLevel = level;
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}
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/** @return The currently set anisotropic filtering level for the texture, or 1.0f if none has been set. */
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public float getAnisotropicFilter () {
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return anisotropicFilterLevel;
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}
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/** @return The maximum supported anisotropic filtering level supported by the device. */
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public static float getMaxAnisotropicFilterLevel () {
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if (maxAnisotropicFilterLevel > 0) return maxAnisotropicFilterLevel;
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if (Gdx.graphics.supportsExtension("GL_EXT_texture_filter_anisotropic")) {
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FloatBuffer buffer = BufferUtils.newFloatBuffer(16);
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((Buffer)buffer).position(0);
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((Buffer)buffer).limit(buffer.capacity());
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Gdx.gl20.glGetFloatv(GL20.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, buffer);
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return maxAnisotropicFilterLevel = buffer.get(0);
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}
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return maxAnisotropicFilterLevel = 1f;
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}
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/** Destroys the OpenGL Texture as specified by the glHandle. */
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protected void delete () {
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if (glHandle != 0) {
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Gdx.gl.glDeleteTexture(glHandle);
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glHandle = 0;
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}
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}
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@Override
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public void dispose () {
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delete();
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}
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protected static void uploadImageData (int target, TextureData data) {
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uploadImageData(target, data, 0);
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}
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public static void uploadImageData (int target, TextureData data, int miplevel) {
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if (data == null) {
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// FIXME: remove texture on target?
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return;
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}
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if (!data.isPrepared()) data.prepare();
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final TextureDataType type = data.getType();
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if (type == TextureDataType.Custom) {
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data.consumeCustomData(target);
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return;
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}
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Pixmap pixmap = data.consumePixmap();
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boolean disposePixmap = data.disposePixmap();
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if (data.getFormat() != pixmap.getFormat()) {
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Pixmap tmp = new Pixmap(pixmap.getWidth(), pixmap.getHeight(), data.getFormat());
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tmp.setBlending(Blending.None);
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tmp.drawPixmap(pixmap, 0, 0, 0, 0, pixmap.getWidth(), pixmap.getHeight());
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if (data.disposePixmap()) {
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pixmap.dispose();
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}
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pixmap = tmp;
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disposePixmap = true;
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}
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Gdx.gl.glPixelStorei(GL20.GL_UNPACK_ALIGNMENT, 1);
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if (data.useMipMaps()) {
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MipMapGenerator.generateMipMap(target, pixmap, pixmap.getWidth(), pixmap.getHeight());
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} else {
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Gdx.gl.glTexImage2D(target, miplevel, pixmap.getGLInternalFormat(), pixmap.getWidth(), pixmap.getHeight(), 0,
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pixmap.getGLFormat(), pixmap.getGLType(), pixmap.getPixels());
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}
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if (disposePixmap) pixmap.dispose();
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}
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}
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@@ -15,6 +15,8 @@ import net.torvald.terrarum.App;
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*/
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public class Float16FrameBuffer extends FrameBuffer {
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private static boolean floatFramebufferAvailable = true;
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Float16FrameBuffer () {
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}
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@@ -33,32 +35,36 @@ public class Float16FrameBuffer extends FrameBuffer {
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* @param hasDepth whether to attach a depth buffer
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* @throws GdxRuntimeException in case the FrameBuffer could not be created */
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public Float16FrameBuffer (int width, int height, boolean hasDepth) {
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/*if (!App.gl40capable || App.operationSystem.equals("OSX")) { // disable float framebuffer for Apple M chips
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if (!floatFramebufferAvailable || App.operationSystem.equals("OSX")) { // disable float framebuffer for Apple M chips
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FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
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bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp creates slight banding
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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build();
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}
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else {
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FloatFrameBufferBuilder bufferBuilder = new FloatFrameBufferBuilder(width, height);
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bufferBuilder.addFloatAttachment(GL30.GL_RGBA16F, GL30.GL_RGBA, GL30.GL_FLOAT, false); // float16 will not create a banding
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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}*/
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// FIXME temporarily disabling Float16 -- has LWJGL bug that prevents setOpenGLEmulation on Windows (or is this Nvidia's issue?)
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FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
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bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp int works perfectly?!
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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build();
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try {
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FloatFrameBufferBuilder bufferBuilder = new FloatFrameBufferBuilder(width, height);
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bufferBuilder.addFloatAttachment(GL30.GL_RGBA16F, GL30.GL_RGBA, GL30.GL_FLOAT, false); // float16 will not create a banding
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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build();
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}
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catch (GdxRuntimeException e) {
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floatFramebufferAvailable = false;
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System.out.println("[Float16FrameBuffer] WARNING: Float Framebuffer is not available, falling back to 16bpp...");
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FrameBufferBuilder bufferBuilder = new FrameBufferBuilder(width, height);
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bufferBuilder.addColorTextureAttachment(GL20.GL_RGBA, GL20.GL_RGBA, GL20.GL_UNSIGNED_SHORT); // but 16bpp creates slight banding
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if (hasDepth) bufferBuilder.addBasicDepthRenderBuffer();
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this.bufferBuilder = bufferBuilder;
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build();
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}
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}
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}
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@Override
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protected Texture createTexture (FrameBufferTextureAttachmentSpec attachmentSpec) {
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/*if (!App.gl40capable || App.operationSystem.equals("OSX")) {
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if (!floatFramebufferAvailable || App.operationSystem.equals("OSX")) {
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GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
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attachmentSpec.format, attachmentSpec.type);
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Texture result = new Texture(data);
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@@ -73,14 +79,14 @@ public class Float16FrameBuffer extends FrameBuffer {
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result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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return result;
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}*/
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}
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GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
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/*GLOnlyTextureData data = new GLOnlyTextureData(bufferBuilder.width, bufferBuilder.height, 0, attachmentSpec.internalFormat,
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attachmentSpec.format, attachmentSpec.type);
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Texture result = new Texture(data);
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result.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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result.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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return result;
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return result;*/
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}
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}
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@@ -419,7 +419,7 @@ public class App implements ApplicationListener {
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Lwjgl3ApplicationConfiguration appConfig = new Lwjgl3ApplicationConfiguration();
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//appConfig.useGL30 = false; // https://stackoverflow.com/questions/46753218/libgdx-should-i-use-gl30
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if (SharedLibraryLoader.isMac)
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// if (SharedLibraryLoader.isMac)
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appConfig.setOpenGLEmulation(Lwjgl3ApplicationConfiguration.GLEmulation.GL30, 3, 2);
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appConfig.useVsync(getConfigBoolean("usevsync"));
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appConfig.setResizable(false);
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@@ -7,7 +7,7 @@ import org.lwjgl.opengl.GL11
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class TerrarumGLinfo {
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private var _initialised = false
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val MINIMAL_GL_VERSION = 330
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val MINIMAL_GL_VERSION = 320
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var GL_VERSION = -1; private set
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get() = if (_initialised) field else throw UninitializedPropertyAccessException()
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