OpenGL: Implement textures

This commit is contained in:
Lynix
2020-04-19 15:33:56 +02:00
parent 349e915e10
commit b4b15f826d
12 changed files with 227 additions and 298 deletions

View File

@@ -2,42 +2,82 @@
// This file is part of the "Nazara Engine - OpenGL Renderer"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/OpenGLRenderer/Wrapper/PipelineLayout.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Texture.hpp>
#include <cassert>
#include <Nazara/OpenGLRenderer/Debug.hpp>
namespace Nz
namespace Nz::GL
{
namespace Vk
inline Texture::~Texture()
{
inline bool PipelineLayout::Create(Device& device, VkDescriptorSetLayout layout, VkPipelineLayoutCreateFlags flags)
Destroy();
}
inline bool Texture::Create(OpenGLDevice& device)
{
Destroy();
m_device = &device;
const Context& context = EnsureDeviceContext();
context.glGenTextures(1U, &m_texture.Get());
if (!m_texture)
return false; //< TODO: Handle error messages
return true;
}
inline void Texture::Destroy()
{
if (m_texture)
{
return Create(device, 1U, &layout, flags);
const Context& context = EnsureDeviceContext();
context.glDeleteTextures(1U, &m_texture.Get());
m_device->NotifyTextureDestruction(m_texture);
m_texture = 0;
}
}
inline void Texture::TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border)
{
return TexImage2D(level, internalFormat, width, height, border, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
}
inline void Texture::TexImage2D(GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data)
{
const Context& context = EnsureDeviceContext();
context.BindTexture(TextureTarget::Target2D, m_texture);
context.glTexImage2D(GL_TEXTURE_2D, level, internalFormat, width, height, border, format, type, data);
//< TODO: Handle errors
}
inline void Texture::TexSubImage2D(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
{
const Context& context = EnsureDeviceContext();
context.BindTexture(TextureTarget::Target2D, m_texture);
context.glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, data);
//< TODO: Handle errors
}
inline const Context& Texture::EnsureDeviceContext()
{
assert(m_device);
const Context* activeContext = Context::GetCurrentContext();
if (!activeContext || activeContext->GetDevice() != m_device)
{
const Context& referenceContext = m_device->GetReferenceContext();
if (!Context::SetCurrentContext(&referenceContext))
throw std::runtime_error("failed to activate context");
return referenceContext;
}
inline bool PipelineLayout::Create(Device& device, UInt32 layoutCount, const VkDescriptorSetLayout* layouts, VkPipelineLayoutCreateFlags flags)
{
VkPipelineLayoutCreateInfo createInfo = {
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
nullptr,
flags,
layoutCount,
layouts,
0U,
nullptr
};
return Create(device, createInfo);
}
inline VkResult PipelineLayout::CreateHelper(Device& device, const VkPipelineLayoutCreateInfo* createInfo, const VkAllocationCallbacks* allocator, VkPipelineLayout* handle)
{
return device.vkCreatePipelineLayout(device, createInfo, allocator, handle);
}
inline void PipelineLayout::DestroyHelper(Device& device, VkPipelineLayout handle, const VkAllocationCallbacks* allocator)
{
return device.vkDestroyPipelineLayout(device, handle, allocator);
}
return *activeContext;
}
}