Package com.jme3.renderer.lwjgl

Source Code of com.jme3.renderer.lwjgl.TextureUtil

/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
*   notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
*   notice, this list of conditions and the following disclaimer in the
*   documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
*   may be used to endorse or promote products derived from this software
*   without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

package com.jme3.renderer.lwjgl;

import java.nio.ByteBuffer;

import org.lwjgl.opengl.ARBHalfFloatPixel;
import org.lwjgl.opengl.ARBTextureFloat;
import org.lwjgl.opengl.ARBTextureMultisample;
import org.lwjgl.opengl.ContextCapabilities;
import org.lwjgl.opengl.EXTAbgr;
import org.lwjgl.opengl.EXTBgra;
import org.lwjgl.opengl.EXTPackedFloat;
import org.lwjgl.opengl.EXTTextureArray;
import org.lwjgl.opengl.EXTTextureCompressionLATC;
import org.lwjgl.opengl.EXTTextureCompressionS3TC;
import org.lwjgl.opengl.EXTTextureSharedExponent;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL30;
import org.lwjgl.opengl.GLContext;

import com.jme3.renderer.RendererException;
import com.jme3.texture.Image;
import com.jme3.texture.Image.Format;

class TextureUtil {

    static class GLImageFormat {
       
        int internalFormat;
        int format;
        int dataType;
        boolean compressed;

        public GLImageFormat(int internalFormat, int format, int dataType, boolean compressed) {
            this.internalFormat = internalFormat;
            this.format = format;
            this.dataType = dataType;
            this.compressed = compressed;
        }
    }
   
    private static final GLImageFormat[] formatToGL = new GLImageFormat[Format.values().length];
   
    private static void setFormat(Format format, int glInternalFormat, int glFormat, int glDataType, boolean glCompressed){
        formatToGL[format.ordinal()] = new GLImageFormat(glInternalFormat, glFormat, glDataType, glCompressed);
    }
   
    static {
        // Alpha formats
        setFormat(Format.Alpha8,  GL11.GL_ALPHA8,  GL11.GL_ALPHA, GL11.GL_UNSIGNED_BYTE, false);
        setFormat(Format.Alpha16, GL11.GL_ALPHA16, GL11.GL_ALPHA, GL11.GL_UNSIGNED_SHORT, false);
       
        // Luminance formats
        setFormat(Format.Luminance8,   GL11.GL_LUMINANCE8,  GL11.GL_LUMINANCE, GL11.GL_UNSIGNED_BYTE, false);
        setFormat(Format.Luminance16,  GL11.GL_LUMINANCE16, GL11.GL_LUMINANCE, GL11.GL_UNSIGNED_SHORT, false);
        setFormat(Format.Luminance16F, ARBTextureFloat.GL_LUMINANCE16F_ARB, GL11.GL_LUMINANCE, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
        setFormat(Format.Luminance32F, ARBTextureFloat.GL_LUMINANCE32F_ARB, GL11.GL_LUMINANCE, GL11.GL_FLOAT, false);
       
        // Luminance alpha formats
        setFormat(Format.Luminance8Alpha8, GL11.GL_LUMINANCE8_ALPHA8,  GL11.GL_LUMINANCE_ALPHA, GL11.GL_UNSIGNED_BYTE, false);
        setFormat(Format.Luminance16Alpha16, GL11.GL_LUMINANCE16_ALPHA16, GL11.GL_LUMINANCE_ALPHA, GL11.GL_UNSIGNED_SHORT, false);
        setFormat(Format.Luminance16FAlpha16F, ARBTextureFloat.GL_LUMINANCE_ALPHA16F_ARB, GL11.GL_LUMINANCE_ALPHA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
       
        // Depth formats
        setFormat(Format.Depth,    GL11.GL_DEPTH_COMPONENT,    GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_BYTE, false);
        setFormat(Format.Depth16,  GL14.GL_DEPTH_COMPONENT16,  GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_SHORT, false);
        setFormat(Format.Depth24,  GL14.GL_DEPTH_COMPONENT24,  GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_INT, false);
        setFormat(Format.Depth32,  GL14.GL_DEPTH_COMPONENT32,  GL11.GL_DEPTH_COMPONENT, GL11.GL_UNSIGNED_INT, false);
        setFormat(Format.Depth32F, GL30.GL_DEPTH_COMPONENT32F, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT,         false);
       
        // Depth stencil formats
        setFormat(Format.Depth24Stencil8, GL30.GL_DEPTH24_STENCIL8, GL30.GL_DEPTH_STENCIL, GL30.GL_UNSIGNED_INT_24_8, false);
       
        // RGB formats
        setFormat(Format.BGR8,       GL11.GL_RGB8,  EXTBgra.GL_BGR_EXT, GL11.GL_UNSIGNED_BYTE, false);
        setFormat(Format.RGB8,       GL11.GL_RGB8,  GL11.GL_RGB,        GL11.GL_UNSIGNED_BYTE, false);
//        setFormat(Format.RGB10,      GL11.GL_RGB10, GL11.GL_RGB,        GL12.GL_UNSIGNED_INT_10_10_10_2, false);
        setFormat(Format.RGB16,      GL11.GL_RGB16, GL11.GL_RGB,        GL11.GL_UNSIGNED_SHORT, false);
        setFormat(Format.RGB16F,     ARBTextureFloat.GL_RGB16F_ARB, GL11.GL_RGB, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
        setFormat(Format.RGB32F,     ARBTextureFloat.GL_RGB32F_ARB, GL11.GL_RGB, GL11.GL_FLOAT, false);
       
        // Special RGB formats
        setFormat(Format.RGB111110F, EXTPackedFloat.GL_R11F_G11F_B10F_EXT,    GL11.GL_RGB, EXTPackedFloat.GL_UNSIGNED_INT_10F_11F_11F_REV_EXT, false);
        setFormat(Format.RGB9E5,     EXTTextureSharedExponent.GL_RGB9_E5_EXT, GL11.GL_RGB, EXTTextureSharedExponent.GL_UNSIGNED_INT_5_9_9_9_REV_EXT, false);
        setFormat(Format.RGB16F_to_RGB111110F, EXTPackedFloat.GL_R11F_G11F_B10F_EXT,    GL11.GL_RGB, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
        setFormat(Format.RGB16F_to_RGB9E5, EXTTextureSharedExponent.GL_RGB9_E5_EXT, GL11.GL_RGB, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
       
        // RGBA formats
        setFormat(Format.ABGR8,   GL11.GL_RGBA8,       EXTAbgr.GL_ABGR_EXT, GL11.GL_UNSIGNED_BYTE, false);
        setFormat(Format.RGB5A1,    GL11.GL_RGB5_A1,   GL11.GL_RGBA,        GL12.GL_UNSIGNED_SHORT_5_5_5_1, false);
        setFormat(Format.ARGB4444,  GL11.GL_RGBA4,     EXTAbgr.GL_ABGR_EXT, GL12.GL_UNSIGNED_SHORT_4_4_4_4, false);
        setFormat(Format.RGBA8,   GL11.GL_RGBA8,       GL11.GL_RGBA,        GL11.GL_UNSIGNED_BYTE, false);
        setFormat(Format.RGBA16,  GL11.GL_RGBA16,      GL11.GL_RGBA,        GL11.GL_UNSIGNED_SHORT, false); // might be incorrect
        setFormat(Format.RGBA16F, ARBTextureFloat.GL_RGBA16F_ARB, GL11.GL_RGBA, ARBHalfFloatPixel.GL_HALF_FLOAT_ARB, false);
        setFormat(Format.RGBA32F, ARBTextureFloat.GL_RGBA32F_ARB, GL11.GL_RGBA, GL11.GL_FLOAT, false);
       
        // DXT formats
        setFormat(Format.DXT1,  EXTTextureCompressionS3TC.GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL11.GL_RGB,   GL11.GL_UNSIGNED_BYTE, true);
        setFormat(Format.DXT1A, EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, true);
        setFormat(Format.DXT3,  EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, true);
        setFormat(Format.DXT5,  EXTTextureCompressionS3TC.GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, true);
   
        // LTC/LATC/3Dc formats
        setFormat(Format.LTC,  EXTTextureCompressionLATC.GL_COMPRESSED_LUMINANCE_LATC1_EXT,       GL11.GL_LUMINANCE,       GL11.GL_UNSIGNED_BYTE, true);
        setFormat(Format.LATC, EXTTextureCompressionLATC.GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL11.GL_LUMINANCE_ALPHA, GL11.GL_UNSIGNED_BYTE, true);
    }
   
    public static GLImageFormat getImageFormat(ContextCapabilities caps, Format fmt){
        switch (fmt){
            case ABGR8:
                if (!caps.GL_EXT_abgr){
                    return null;
                }
                break;
            case BGR8:
                if (!caps.OpenGL12 && !caps.GL_EXT_bgra){
                    return null;
                }
                break;
            case DXT1:
            case DXT1A:
            case DXT3:
            case DXT5:
                if (!caps.GL_EXT_texture_compression_s3tc) {
                    return null;
                }
                break;
            case Depth:
            case Depth16:
            case Depth24:
            case Depth32:
                if (!caps.OpenGL14 && !caps.GL_ARB_depth_texture){
                    return null;
                }
                break;
            case Depth24Stencil8:
                if (!caps.OpenGL30){
                    return null;
                }
                break;
            case Luminance16F:
            case Luminance16FAlpha16F:
            case Luminance32F:
                if (!caps.GL_ARB_texture_float){
                    return null;
                }
                break;
            case RGB16F:
            case RGB32F:
            case RGBA16F:
            case RGBA32F:
                if (!caps.OpenGL30 && !caps.GL_ARB_texture_float){
                    return null;
                }
                break;
            case Depth32F:
                if (!caps.OpenGL30 && !caps.GL_NV_depth_buffer_float){
                    return null;
                }
                break;
            case LATC:
            case LTC:
                if (!caps.GL_EXT_texture_compression_latc){
                    return null;
                }
                break;
            case RGB9E5:
            case RGB16F_to_RGB9E5:
                if (!caps.OpenGL30 && !caps.GL_EXT_texture_shared_exponent){
                    return null;
                }
                break;
            case RGB111110F:
            case RGB16F_to_RGB111110F:
                if (!caps.OpenGL30 && !caps.GL_EXT_packed_float){
                    return null;
                }
                break;
        }
        return formatToGL[fmt.ordinal()];
    }
   
    public static GLImageFormat getImageFormatWithError(Format fmt) {
        GLImageFormat glFmt = getImageFormat(GLContext.getCapabilities(), fmt);
        if (glFmt == null) {
            throw new RendererException("Image format '" + fmt + "' is unsupported by the video hardware.");
        }
        return glFmt;
    }
   
    public static void uploadTexture(Image image,
                                     int target,
                                     int index,
                                     int border){
       
        Image.Format fmt = image.getFormat();
        GLImageFormat glFmt = getImageFormatWithError(fmt);

        ByteBuffer data;
        if (index >= 0 && image.getData() != null && image.getData().size() > 0){
            data = image.getData(index);
        }else{
            data = null;
        }

        int width = image.getWidth();
        int height = image.getHeight();
        int depth = image.getDepth();

        if (data != null) {
            GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
        }

        int[] mipSizes = image.getMipMapSizes();
        int pos = 0;
        // TODO: Remove unneccessary allocation
        if (mipSizes == null){
            if (data != null)
                mipSizes = new int[]{ data.capacity() };
            else
                mipSizes = new int[]{ width * height * fmt.getBitsPerPixel() / 8 };
        }

        boolean subtex = false;
        int samples = image.getMultiSamples();

        for (int i = 0; i < mipSizes.length; i++){
            int mipWidth =  Math.max(1, width  >> i);
            int mipHeight = Math.max(1, height >> i);
            int mipDepth =  Math.max(1, depth  >> i);

            if (data != null){
                data.position(pos);
                data.limit(pos + mipSizes[i]);
            }
           
            if (glFmt.compressed && data != null){
                if (target == GL12.GL_TEXTURE_3D){
                    GL13.glCompressedTexImage3D(target,
                                                i,
                                                glFmt.internalFormat,
                                                mipWidth,
                                                mipHeight,
                                                mipDepth,
                                                border,
                                                data);
                }else{
                    //all other targets use 2D: array, cubemap, 2d
                    GL13.glCompressedTexImage2D(target,
                                                i,
                                                glFmt.internalFormat,
                                                mipWidth,
                                                mipHeight,
                                                border,
                                                data);
                }
            }else{
                if (target == GL12.GL_TEXTURE_3D){
                    GL12.glTexImage3D(target,
                                      i,
                                      glFmt.internalFormat,
                                      mipWidth,
                                      mipHeight,
                                      mipDepth,
                                      border,
                                      glFmt.format,
                                      glFmt.dataType,
                                      data);
                }else if (target == EXTTextureArray.GL_TEXTURE_2D_ARRAY_EXT){
                    // prepare data for 2D array
                    // or upload slice
                    if (index == -1){
                        GL12.glTexImage3D(target,
                                          0,
                                          glFmt.internalFormat,
                                          mipWidth,
                                          mipHeight,
                                          image.getData().size(), //# of slices
                                          border,
                                          glFmt.format,
                                          glFmt.dataType,
                                          data);
                    }else{
                        GL12.glTexSubImage3D(target,
                                             i, // level
                                             0, // xoffset
                                             0, // yoffset
                                             index, // zoffset
                                             width, // width
                                             height, // height
                                             1, // depth
                                             glFmt.format,
                                             glFmt.dataType,
                                             data);
                    }
                }else{
                    if (subtex){
                        if (samples > 1){
                            throw new IllegalStateException("Cannot update multisample textures");
                        }

                        GL11.glTexSubImage2D(target,
                                             i,
                                             0, 0,
                                             mipWidth, mipHeight,
                                             glFmt.format,
                                             glFmt.dataType,
                                             data);
                    }else{
                        if (samples > 1){
                            ARBTextureMultisample.glTexImage2DMultisample(target,
                                                                          samples,
                                                                          glFmt.internalFormat,
                                                                          mipWidth,
                                                                          mipHeight,
                                                                          true);
                        }else{
                            GL11.glTexImage2D(target,
                                              i,
                                              glFmt.internalFormat,
                                              mipWidth,
                                              mipHeight,
                                              border,
                                              glFmt.format,
                                              glFmt.dataType,
                                              data);
                        }
                    }
                }
            }
           
            pos += mipSizes[i];
        }
    }

    /**
     * Update the texture currently bound to target at with data from the given Image at position x and y. The parameter
     * index is used as the zoffset in case a 3d texture or texture 2d array is being updated.
     *
     * @param image Image with the source data (this data will be put into the texture)
     * @param target the target texture
     * @param index the mipmap level to update
     * @param x the x position where to put the image in the texture
     * @param y the y position where to put the image in the texture
     */
    public static void uploadSubTexture(
        Image image,
        int target,
        int index,
        int x,
        int y) {
      Image.Format fmt = image.getFormat();
      GLImageFormat glFmt = getImageFormatWithError(fmt);

      ByteBuffer data = null;
      if (index >= 0 && image.getData() != null && image.getData().size() > 0) {
        data = image.getData(index);
      }

      int width = image.getWidth();
      int height = image.getHeight();
      int depth = image.getDepth();

      if (data != null) {
        GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
      }

      int[] mipSizes = image.getMipMapSizes();
      int pos = 0;

      // TODO: Remove unneccessary allocation
      if (mipSizes == null){
        if (data != null) {
          mipSizes = new int[]{ data.capacity() };
        } else {
          mipSizes = new int[]{ width * height * fmt.getBitsPerPixel() / 8 };
        }
      }

      int samples = image.getMultiSamples();

      for (int i = 0; i < mipSizes.length; i++){
        int mipWidth =  Math.max(1, width  >> i);
        int mipHeight = Math.max(1, height >> i);
        int mipDepth =  Math.max(1, depth  >> i);

        if (data != null){
          data.position(pos);
          data.limit(pos + mipSizes[i]);
        }

        // to remove the cumbersome if/then/else stuff below we'll update the pos right here and use continue after each
        // gl*Image call in an attempt to unclutter things a bit
        pos += mipSizes[i];

        int glFmtInternal = glFmt.internalFormat;
        int glFmtFormat = glFmt.format;
        int glFmtDataType = glFmt.dataType;

        if (glFmt.compressed && data != null){
          if (target == GL12.GL_TEXTURE_3D){
            GL13.glCompressedTexSubImage3D(target, i, x, y, index, mipWidth, mipHeight, mipDepth, glFmtInternal, data);
            continue;
          }

          // all other targets use 2D: array, cubemap, 2d
          GL13.glCompressedTexSubImage2D(target, i, x, y, mipWidth, mipHeight, glFmtInternal, data);
          continue;
        }

        if (target == GL12.GL_TEXTURE_3D){
          GL12.glTexSubImage3D(target, i, x, y, index, mipWidth, mipHeight, mipDepth, glFmtFormat, glFmtDataType, data);
          continue;
        }

        if (target == EXTTextureArray.GL_TEXTURE_2D_ARRAY_EXT){
          // prepare data for 2D array or upload slice
          if (index == -1){
            GL12.glTexSubImage3D(target, i, x, y, index, mipWidth, mipHeight, mipDepth, glFmtFormat, glFmtDataType, data);
            continue;
          }

          GL12.glTexSubImage3D(target, i, x, y, index, width, height, 1, glFmtFormat, glFmtDataType, data);
          continue;
        }

        if (samples > 1){
          throw new IllegalStateException("Cannot update multisample textures");
        }

        GL11.glTexSubImage2D(target, i, x, y, mipWidth, mipHeight, glFmtFormat, glFmtDataType, data);
        continue;
      }
    }
}
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