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CLK/Outputs/OpenGL/Primitives/TextureTarget.cpp
2026-02-01 13:14:21 -05:00

236 lines
7.0 KiB
C++

//
// TextureTarget.cpp
// Clock Signal
//
// Created by Thomas Harte on 07/02/2016.
// Copyright 2016 Thomas Harte. All rights reserved.
//
#include "TextureTarget.hpp"
#include <algorithm>
#include <stdexcept>
using namespace Outputs::Display::OpenGL;
TextureTarget::TextureTarget(
const API api,
const GLsizei width,
const GLsizei height,
const GLenum texture_unit,
const GLint mag_filter,
const bool has_stencil_buffer
) :
api_(api),
width_(width),
height_(height),
texture_unit_(texture_unit)
{
// Generate and bind a frame buffer.
test_gl([&]{ glGenFramebuffers(1, &framebuffer_); });
test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); });
// Generate a texture and bind it to the nominated texture unit.
test_gl([&]{ glGenTextures(1, &texture_); });
bind_texture();
// Set dimensions and set the user-supplied magnification filter.
test_gl([&]{
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA,
GLsizei(width_),
GLsizei(height_),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
nullptr
);
});
test_gl([&]{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); });
test_gl([&]{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); });
// Set the texture as colour attachment 0 on the frame buffer.
test_gl([&]{ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_, 0); });
// Also add a stencil buffer if requested.
if(has_stencil_buffer) {
test_gl([&]{ glGenRenderbuffers(1, &renderbuffer_); });
test_gl([&]{ glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_); });
test_gl([&]{ glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width_, height_); });
test_gl([&]{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer_);
});
}
// Check for successful construction.
const auto framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(framebuffer_status != GL_FRAMEBUFFER_COMPLETE) {
switch(framebuffer_status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER");
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER");
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
throw std::runtime_error("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
case GL_FRAMEBUFFER_UNSUPPORTED:
throw std::runtime_error("GL_FRAMEBUFFER_UNSUPPORTED");
default:
throw std::runtime_error("Framebuffer status incomplete: " + std::to_string(framebuffer_status));
case 0:
test_gl_error();
break;
}
}
// Clear the framebuffer.
test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT); });
}
TextureTarget::~TextureTarget() {
glDeleteFramebuffers(1, &framebuffer_);
glDeleteTextures(1, &texture_);
glDeleteRenderbuffers(1, &renderbuffer_);
glDeleteVertexArrays(1, &drawing_vertex_array_);
glDeleteBuffers(1, &drawing_array_buffer_);
}
TextureTarget::TextureTarget(TextureTarget &&rhs) {
*this = std::move(rhs);
}
TextureTarget &TextureTarget::operator =(TextureTarget &&rhs) {
api_ = rhs.api_;
std::swap(framebuffer_, rhs.framebuffer_);
std::swap(texture_, rhs.texture_);
std::swap(renderbuffer_, rhs.renderbuffer_);
std::swap(width_, rhs.width_);
std::swap(height_, rhs.height_);
std::swap(texture_unit_, rhs.texture_unit_);
// Other fields in the TextureTarget relate to the `draw` functionality below, which I intend to
// eliminate. Therefore just let them be.
return *this;
}
void TextureTarget::bind_framebuffer() {
test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); });
test_gl([&]{ glViewport(0, 0, width_, height_); });
}
void TextureTarget::bind_texture() const {
test_gl([&]{ glActiveTexture(texture_unit_); });
test_gl([&]{ glBindTexture(GL_TEXTURE_2D, texture_); });
}
// TODO: eliminate below, plus relevant local storage.
void TextureTarget::draw(const float aspect_ratio, const float colour_threshold) const {
if(!pixel_shader_) {
const char *const vertex_shader =
R"glsl(
in vec2 texCoord;
in vec2 position;
out vec2 texCoordVarying;
void main(void) {
texCoordVarying = texCoord;
gl_Position = vec4(position, 0.0, 1.0);
}
)glsl";
const char *const fragment_shader =
R"glsl(
in vec2 texCoordVarying;
uniform sampler2D texID;
uniform float threshold;
out vec4 fragColour;
void main(void) {
fragColour = clamp(texture(texID, texCoordVarying), threshold, 1.0);
}
)glsl";
pixel_shader_ = std::make_unique<Shader>(api_, vertex_shader, fragment_shader);
pixel_shader_->bind();
test_gl([&]{ glGenVertexArrays(1, &drawing_vertex_array_); });
test_gl([&]{ glGenBuffers(1, &drawing_array_buffer_); });
test_gl([&]{ glBindVertexArray(drawing_vertex_array_); });
test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, drawing_array_buffer_); });
const GLint position_attribute = pixel_shader_->get_attrib_location("position");
const GLint tex_coord_attribute = pixel_shader_->get_attrib_location("texCoord");
test_gl([&]{ glEnableVertexAttribArray(GLuint(position_attribute)); });
test_gl([&]{ glEnableVertexAttribArray(GLuint(tex_coord_attribute)); });
const GLsizei vertex_stride = 4 * sizeof(GLfloat);
test_gl([&]{
glVertexAttribPointer(
GLuint(position_attribute),
2,
GL_FLOAT,
GL_FALSE,
vertex_stride,
(void *)0
);
});
test_gl([&]{
glVertexAttribPointer(
GLuint(tex_coord_attribute),
2,
GL_FLOAT,
GL_FALSE,
vertex_stride,
(void *)(2 * sizeof(GLfloat))
);
});
const GLint texIDUniform = pixel_shader_->get_uniform_location("texID");
test_gl([&]{ glUniform1i(texIDUniform, GLint(texture_unit_ - GL_TEXTURE0)); });
threshold_uniform_ = pixel_shader_->get_uniform_location("threshold");
}
if(set_aspect_ratio_ != aspect_ratio) {
set_aspect_ratio_ = aspect_ratio;
float buffer[4*4];
// establish texture coordinates
buffer[2] = 0.0f;
buffer[3] = 0.0f;
buffer[6] = 0.0f;
buffer[7] = 1.0f;//float(height_) / float(expanded_height_);
buffer[10] = 1.0f;//float(width_) / float(expanded_width_);
buffer[11] = 0.0f;
buffer[14] = buffer[10];
buffer[15] = buffer[7];
// determine positions; rule is to keep the same height and centre
const float internal_aspect_ratio = float(width_) / float(height_);
const float aspect_ratio_ratio = internal_aspect_ratio / aspect_ratio;
buffer[0] = -aspect_ratio_ratio; buffer[1] = -1.0f;
buffer[4] = -aspect_ratio_ratio; buffer[5] = 1.0f;
buffer[8] = aspect_ratio_ratio; buffer[9] = -1.0f;
buffer[12] = aspect_ratio_ratio; buffer[13] = 1.0f;
// upload buffer
test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, drawing_array_buffer_); });
test_gl([&]{ glBufferData(GL_ARRAY_BUFFER, sizeof(buffer), buffer, GL_STATIC_DRAW); });
}
pixel_shader_->bind();
test_gl([&]{ glUniform1f(threshold_uniform_, colour_threshold); });
test_gl([&]{ glBindVertexArray(drawing_vertex_array_); });
test_gl([&]{ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); });
}