/*
* 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
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* 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;
}
}
}