Texture filtering
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This commit is contained in:
2024-08-03 22:17:21 -04:00
parent 9688854533
commit 50895153f5
4 changed files with 81 additions and 27 deletions

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@@ -41,7 +41,7 @@ CPMAddPackage(
CPMAddPackage(
NAME ReTexture
URL https://git.redacted.cc/Redacted/ReTexture/archive/Release-1.zip
URL https://git.redacted.cc/Redacted/ReTexture/archive/Release-1.1.zip
)
if (WIN32)

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@@ -6,23 +6,33 @@
#include <glad/glad.h>
namespace JGL {
enum class TextureFilteringMode {
NEAREST = 0, //Fastest for 2D, Sometimes causes graphical issues.
BILINEAR = 1, //Fast and pretty, The best for 2D.
MIPMAP_NEAREST = 2, //Nearest with mipmaps. The fastest for 3D, Sometimes causes graphical issues. Uses more vram.
MIPMAP_BILINEAR = 3, //Bilinear with mipmaps, Fast and pretty.
MIPMAP_TRILINEAR = 4 //The prettiest. Not much slower though.
};
class Texture {
private:
GLuint texture = 0;
Vector2 texture_size = {0, 0};
ReTexture::TextureFlag texture_flags;
ReTexture::TextureFormat texture_format;
TextureFilteringMode texture_filtering_mode;
void load(ReTexture::Texture* software_texture, const Vector2& size, const ReTexture::TextureFormat& format, TextureFilteringMode filtering_mode);
public:
Texture() = default;
explicit Texture(const std::string& file);
Texture(const std::string& file, const ReTexture::TextureFlag& flags);
Texture(const std::vector<unsigned char>& pixel_data, const Vector2& size, const ReTexture::TextureFormat& format);
Texture(const std::vector<Color4>& pixel_data, const Vector2& size, const ReTexture::TextureFormat& format);
explicit Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR);
Texture(const std::string& file, const ReTexture::TextureFlag& flags, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR);
GLuint getTexture();
Vector2 getSize();
TextureFilteringMode getTextureFilteringMode();
ReTexture::TextureFlag getFlags();
ReTexture::TextureFormat getFormat();
void eraseTexture();
void erase();
std::vector<Color4> getPixelData();
};

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@@ -88,7 +88,7 @@ public:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
image = new Texture("assets/sprites/Re3D.png");
image = new Texture("assets/sprites/Re3D.png", TextureFilteringMode::MIPMAP_TRILINEAR);
}
Vector3 textAngle = {0,0,0};

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@@ -1,51 +1,91 @@
#include <JGL/Texture.h>
#include <iostream>
JGL::Texture::Texture(const std::string &file, const ReTexture::TextureFlag &flags) {
JGL::Texture::Texture(const std::string& file, const ReTexture::TextureFlag& flags, TextureFilteringMode filtering_mode) {
auto* t = new ReTexture::Texture(file, flags);
*this = Texture(t->pixelData, {(float) t->getWidth(), (float) t->getHeight()}, t->getTextureFormat());
load(t, {(float) t->getWidth(), (float) t->getHeight()}, t->getTextureFormat(), filtering_mode);
texture_flags = flags;
}
JGL::Texture::Texture(const std::string& file) {
auto* t = new ReTexture::Texture(file);
*this = Texture(t->pixelData, {(float) t->getWidth(), (float) t->getHeight()}, t->getTextureFormat());
delete t;
}
JGL::Texture::Texture(const std::vector<Color4>& pixel_data, const Vector2 &size, const ReTexture::TextureFormat &format) {
std::vector<unsigned char> pixels(pixel_data.size());
memcpy(pixels.data(), pixel_data.data(), pixels.size());
JGL::Texture::Texture(const std::string& file, TextureFilteringMode filtering_mode) {
auto* t = new ReTexture::Texture(file);
*this = Texture(pixels, size, format);
load(t, {(float) t->getWidth(), (float) t->getHeight()}, t->getTextureFormat(), filtering_mode);
texture_flags = ReTexture::TextureFlag::NONE;
delete t;
}
JGL::Texture::Texture(const std::vector<unsigned char>& pixel_data, const Vector2& size, const ReTexture::TextureFormat& format) {
void JGL::Texture::load(ReTexture::Texture* software_texture, const Vector2& size, const ReTexture::TextureFormat& format, TextureFilteringMode filtering_mode) {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
if (format == ReTexture::TextureFormat::RGBA)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int) size.x, (int) size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data.data());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int) size.x, (int) size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, software_texture->pixelData.data());
else if (format == ReTexture::TextureFormat::RGB)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (int) size.x, (int) size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, pixel_data.data());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (int) size.x, (int) size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, software_texture->pixelData.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (filtering_mode == TextureFilteringMode::NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST),
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else if (filtering_mode == TextureFilteringMode::BILINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR),
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
else if (filtering_mode == TextureFilteringMode::MIPMAP_NEAREST || filtering_mode == TextureFilteringMode::MIPMAP_BILINEAR || filtering_mode == TextureFilteringMode::MIPMAP_TRILINEAR) {
//3 mipmap levels.
auto* m1 = new ReTexture::Texture(software_texture->downscale(2));
auto* m2 = new ReTexture::Texture(software_texture->downscale(4));
auto* m3 = new ReTexture::Texture(software_texture->downscale(8));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3);
if (format == ReTexture::TextureFormat::RGBA) {
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, m1->getWidth(), m1->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, m1->pixelData.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGBA, m2->getWidth(), m2->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, m2->pixelData.data());
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGBA, m3->getWidth(), m3->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, m3->pixelData.data());
}
if (format == ReTexture::TextureFormat::RGB) {
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, m1->getWidth(), m1->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, m1->pixelData.data());
glTexImage2D(GL_TEXTURE_2D, 2, GL_RGB, m2->getWidth(), m2->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, m2->pixelData.data());
glTexImage2D(GL_TEXTURE_2D, 3, GL_RGB, m3->getWidth(), m3->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, m3->pixelData.data());
}
if (filtering_mode == TextureFilteringMode::MIPMAP_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST),
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else if (filtering_mode == TextureFilteringMode::MIPMAP_BILINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST),
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
else if (filtering_mode == TextureFilteringMode::MIPMAP_TRILINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR),
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
delete m1;
delete m2;
delete m3;
}
glBindTexture(GL_TEXTURE_2D, 0);
texture_size = size;
texture_format = format;
texture_filtering_mode = filtering_mode;
}
std::vector<JGL::Color4> JGL::Texture::getPixelData() {
std::vector<JGL::Color4> result((size_t) (texture_size.x * texture_size.y));
glBindTexture(GL_TEXTURE_2D, texture);
if (texture_format == ReTexture::TextureFormat::RGBA) {
@@ -63,7 +103,7 @@ std::vector<JGL::Color4> JGL::Texture::getPixelData() {
return result;
}
void JGL::Texture::eraseTexture() {
void JGL::Texture::erase() {
if (texture != 0)
glDeleteTextures(1, &texture);
}
@@ -83,3 +123,7 @@ ReTexture::TextureFlag JGL::Texture::getFlags() {
ReTexture::TextureFormat JGL::Texture::getFormat() {
return texture_format;
}
JGL::TextureFilteringMode JGL::Texture::getTextureFilteringMode() {
return texture_filtering_mode;
}