A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-jogl/src/main/java/com/jme3/renderer/jogl/TextureUtil.java

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/*
* 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.jogl;
import com.jme3.renderer.RendererException;
import com.jme3.texture.Image;
import com.jme3.texture.Image.Format;
import java.nio.ByteBuffer;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GL2GL3;
import javax.media.opengl.GLContext;
public class TextureUtil {
private static boolean abgrToRgbaConversionEnabled = false;
public static int convertTextureFormat(Format fmt) {
switch (fmt) {
case Alpha16:
case Alpha8:
return GL.GL_ALPHA;
case Luminance8Alpha8:
case Luminance16Alpha16:
return GL.GL_LUMINANCE_ALPHA;
case Luminance8:
case Luminance16:
return GL.GL_LUMINANCE;
case RGB10:
case RGB16:
case BGR8:
case RGB8:
case RGB565:
return GL.GL_RGB;
case RGB5A1:
case RGBA16:
case RGBA8:
return GL.GL_RGBA;
case Depth:
return GL2ES2.GL_DEPTH_COMPONENT;
default:
throw new UnsupportedOperationException("Unrecognized format: " + fmt);
}
}
public 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, GL2.GL_ALPHA8, GL.GL_ALPHA, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.Alpha16, GL2.GL_ALPHA16, GL.GL_ALPHA, GL.GL_UNSIGNED_SHORT, false);
// Luminance formats
setFormat(Format.Luminance8, GL2.GL_LUMINANCE8, GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.Luminance16, GL2.GL_LUMINANCE16, GL.GL_LUMINANCE, GL.GL_UNSIGNED_SHORT, false);
setFormat(Format.Luminance16F, GL2.GL_LUMINANCE16F, GL.GL_LUMINANCE, GL.GL_HALF_FLOAT, false);
setFormat(Format.Luminance32F, GL2.GL_LUMINANCE32F, GL.GL_LUMINANCE, GL.GL_FLOAT, false);
// Luminance alpha formats
setFormat(Format.Luminance8Alpha8, GL2.GL_LUMINANCE8_ALPHA8, GL.GL_LUMINANCE_ALPHA, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.Luminance16Alpha16, GL2.GL_LUMINANCE16_ALPHA16, GL.GL_LUMINANCE_ALPHA, GL.GL_UNSIGNED_SHORT, false);
setFormat(Format.Luminance16FAlpha16F, GL2.GL_LUMINANCE_ALPHA16F, GL.GL_LUMINANCE_ALPHA, GL.GL_HALF_FLOAT, false);
// Depth formats
setFormat(Format.Depth, GL2ES2.GL_DEPTH_COMPONENT, GL2ES2.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.Depth16, GL.GL_DEPTH_COMPONENT16, GL2ES2.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_SHORT, false);
setFormat(Format.Depth24, GL.GL_DEPTH_COMPONENT24, GL2ES2.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_INT, false);
setFormat(Format.Depth32, GL.GL_DEPTH_COMPONENT32, GL2ES2.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_INT, false);
setFormat(Format.Depth32F, GL2GL3.GL_DEPTH_COMPONENT32F, GL2ES2.GL_DEPTH_COMPONENT, GL.GL_FLOAT, false);
// Depth stencil formats
setFormat(Format.Depth24Stencil8, GL.GL_DEPTH24_STENCIL8, GL.GL_DEPTH_STENCIL, GL.GL_UNSIGNED_INT_24_8, false);
// RGB formats
setFormat(Format.BGR8, GL.GL_RGB8, GL2GL3.GL_BGR, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.ARGB8, GL.GL_RGBA8, GL.GL_BGRA, GL2.GL_UNSIGNED_INT_8_8_8_8_REV, false);
setFormat(Format.BGRA8, GL.GL_RGBA8, GL.GL_BGRA, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.RGB8, GL.GL_RGB8, GL.GL_RGB, GL.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, GL2GL3.GL_RGB16, GL.GL_RGB, GL.GL_UNSIGNED_SHORT, false);
setFormat(Format.RGB16F, GL2ES2.GL_RGB16F, GL.GL_RGB, GL.GL_HALF_FLOAT, false);
setFormat(Format.RGB32F, GL.GL_RGB32F, GL.GL_RGB, GL.GL_FLOAT, false);
// Special RGB formats
setFormat(Format.RGB111110F, GL.GL_R11F_G11F_B10F, GL.GL_RGB, GL.GL_UNSIGNED_INT_10F_11F_11F_REV, false);
setFormat(Format.RGB9E5, GL2GL3.GL_RGB9_E5, GL.GL_RGB, GL2GL3.GL_UNSIGNED_INT_5_9_9_9_REV, false);
setFormat(Format.RGB16F_to_RGB111110F, GL.GL_R11F_G11F_B10F, GL.GL_RGB, GL.GL_HALF_FLOAT, false);
setFormat(Format.RGB16F_to_RGB9E5, GL2.GL_RGB9_E5, GL.GL_RGB, GL.GL_HALF_FLOAT, false);
// RGBA formats
setFormat(Format.ABGR8, GL.GL_RGBA8, GL2.GL_ABGR_EXT, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.RGB5A1, GL.GL_RGB5_A1, GL.GL_RGBA, GL.GL_UNSIGNED_SHORT_5_5_5_1, false);
setFormat(Format.ARGB4444, GL.GL_RGBA4, GL2.GL_ABGR_EXT, GL.GL_UNSIGNED_SHORT_4_4_4_4, false);
setFormat(Format.RGBA8, GL.GL_RGBA8, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, false);
setFormat(Format.RGBA16, GL2GL3.GL_RGBA16, GL.GL_RGBA, GL.GL_UNSIGNED_SHORT, false); // might be incorrect
setFormat(Format.RGBA16F, GL2ES2.GL_RGBA16F, GL.GL_RGBA, GL.GL_HALF_FLOAT, false);
setFormat(Format.RGBA32F, GL.GL_RGBA32F, GL.GL_RGBA, GL.GL_FLOAT, false);
// DXT formats
setFormat(Format.DXT1, GL.GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, true);
setFormat(Format.DXT1A, GL.GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, true);
setFormat(Format.DXT3, GL.GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, true);
setFormat(Format.DXT5, GL.GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, true);
// LTC/LATC/3Dc formats
setFormat(Format.LTC, GL2.GL_COMPRESSED_LUMINANCE_LATC1_EXT, GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE, true);
setFormat(Format.LATC, GL2.GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, GL.GL_LUMINANCE_ALPHA, GL.GL_UNSIGNED_BYTE, true);
}
public static GLImageFormat getImageFormat(Format fmt){
GL gl = GLContext.getCurrentGL();
switch (fmt){
case ABGR8:
if (!gl.isExtensionAvailable("GL_EXT_abgr") && !abgrToRgbaConversionEnabled) {
setFormat(Format.ABGR8, GL.GL_RGBA, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, false);
abgrToRgbaConversionEnabled = true;
}
break;
case BGR8:
if (!gl.isExtensionAvailable("GL_VERSION_1_2") && !gl.isExtensionAvailable("EXT_bgra")){
return null;
}
break;
case DXT1:
case DXT1A:
case DXT3:
case DXT5:
if (!gl.isExtensionAvailable("GL_EXT_texture_compression_s3tc")) {
return null;
}
break;
case Depth:
case Depth16:
case Depth24:
case Depth32:
if (!gl.isExtensionAvailable("GL_VERSION_1_4") && !gl.isExtensionAvailable("ARB_depth_texture")){
return null;
}
break;
case Depth24Stencil8:
if (!gl.isExtensionAvailable("GL_VERSION_3_0")){
return null;
}
break;
case Luminance16F:
case Luminance16FAlpha16F:
case Luminance32F:
if (!gl.isExtensionAvailable("GL_ARB_texture_float")){
return null;
}
break;
case RGB16F:
case RGB32F:
case RGBA16F:
case RGBA32F:
if (!gl.isExtensionAvailable("GL_VERSION_3_0") && !gl.isExtensionAvailable("GL_ARB_texture_float")){
return null;
}
break;
case Depth32F:
if (!gl.isExtensionAvailable("GL_VERSION_3_0") && !gl.isExtensionAvailable("GL_NV_depth_buffer_float")){
return null;
}
break;
case LATC:
case LTC:
if (!gl.isExtensionAvailable("GL_EXT_texture_compression_latc")){
return null;
}
break;
case RGB9E5:
case RGB16F_to_RGB9E5:
if (!gl.isExtensionAvailable("GL_VERSION_3_0") && !gl.isExtensionAvailable("GL_EXT_texture_shared_exponent")){
return null;
}
break;
case RGB111110F:
case RGB16F_to_RGB111110F:
if (!gl.isExtensionAvailable("GL_VERSION_3_0") && !gl.isExtensionAvailable("GL_EXT_packed_float")){
return null;
}
break;
}
return formatToGL[fmt.ordinal()];
}
public static GLImageFormat getImageFormatWithError(Format fmt) {
GLImageFormat glFmt = getImageFormat(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){
GL gl = GLContext.getCurrentGL();
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) {
if (abgrToRgbaConversionEnabled) {
convertABGRtoRGBA(data);
}
gl.glPixelStorei(GL.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 == GL2ES2.GL_TEXTURE_3D){
gl.getGL2ES2().glCompressedTexImage3D(target,
i,
glFmt.internalFormat,
mipWidth,
mipHeight,
mipDepth,
data.remaining(),
border,
data);
}else{
//all other targets use 2D: array, cubemap, 2d
gl.glCompressedTexImage2D(target,
i,
glFmt.internalFormat,
mipWidth,
mipHeight,
data.remaining(),
border,
data);
}
}else{
if (target == GL2ES2.GL_TEXTURE_3D){
gl.getGL2ES2().glTexImage3D(target,
i,
glFmt.internalFormat,
mipWidth,
mipHeight,
mipDepth,
border,
glFmt.format,
glFmt.dataType,
data);
}else if (target == GL.GL_TEXTURE_2D_ARRAY){
// prepare data for 2D array
// or upload slice
if (index == -1){
gl.getGL2ES2().glTexImage3D(target,
0,
glFmt.internalFormat,
mipWidth,
mipHeight,
image.getData().size(), //# of slices
border,
glFmt.format,
glFmt.dataType,
data);
}else{
gl.getGL2ES2().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");
}
gl.glTexSubImage2D(target,
i,
0, 0,
mipWidth, mipHeight,
glFmt.format,
glFmt.dataType,
data);
}else{
if (samples > 1){
if (gl.isGL2GL3()) {
gl.getGL3().glTexImage2DMultisample(target,
samples,
glFmt.internalFormat,
mipWidth,
mipHeight,
true);
}
} else {
gl.glTexImage2D(target,
i,
glFmt.internalFormat,
mipWidth,
mipHeight,
border,
glFmt.format,
glFmt.dataType,
data);
}
}
}
}
pos += mipSizes[i];
}
}
private static void convertABGRtoRGBA(ByteBuffer buffer) {
for (int i = 0; i < buffer.capacity(); i++) {
int a = buffer.get(i++);
int b = buffer.get(i++);
int g = buffer.get(i++);
int r = buffer.get(i);
buffer.put(i - 3, (byte) r);
buffer.put(i - 2, (byte) g);
buffer.put(i - 1, (byte) b);
buffer.put(i, (byte) a);
}
}
/**
* 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) {
GL gl = GLContext.getCurrentGL();
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) {
gl.glPixelStorei(GL.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 == GL2ES2.GL_TEXTURE_3D){
gl.getGL2ES2().glCompressedTexSubImage3D(target, i, x, y, index, mipWidth, mipHeight, mipDepth, glFmtInternal, data.limit(), data);
continue;
}
// all other targets use 2D: array, cubemap, 2d
gl.getGL2ES2().glCompressedTexSubImage2D(target, i, x, y, mipWidth, mipHeight, glFmtInternal, data.limit(), data);
continue;
}
if (target == GL2ES2.GL_TEXTURE_3D){
gl.getGL2ES2().glTexSubImage3D(target, i, x, y, index, mipWidth, mipHeight, mipDepth, glFmtFormat, glFmtDataType, data);
continue;
}
if (samples > 1){
throw new IllegalStateException("Cannot update multisample textures");
}
gl.glTexSubImage2D(target, i, x, y, mipWidth, mipHeight, glFmtFormat, glFmtDataType, data);
continue;
}
}
}