GPU: Implement support for multisample antialiasing

This commit is contained in:
Connor McLaughlin
2020-10-31 00:38:06 +10:00
parent 61a4960380
commit 2eaebd8921
28 changed files with 804 additions and 407 deletions

View File

@ -8,11 +8,13 @@ namespace GL {
Texture::Texture() = default;
Texture::Texture(Texture&& moved)
: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_fbo_id(moved.m_fbo_id)
: m_id(moved.m_id), m_width(moved.m_width), m_height(moved.m_height), m_samples(moved.m_samples),
m_fbo_id(moved.m_fbo_id)
{
moved.m_id = 0;
moved.m_width = 0;
moved.m_height = 0;
moved.m_samples = 0;
moved.m_fbo_id = 0;
}
@ -21,20 +23,32 @@ Texture::~Texture()
Destroy();
}
bool Texture::Create(u32 width, u32 height, GLenum internal_format, GLenum format, GLenum type, const void* data,
bool linear_filter, bool wrap)
bool Texture::Create(u32 width, u32 height, u32 samples, GLenum internal_format, GLenum format, GLenum type,
const void* data, bool linear_filter, bool wrap)
{
glGetError();
const GLenum target = (samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(target, id);
if (samples > 1)
{
glTexImage2DMultisample(target, samples, internal_format, width, height, GL_FALSE);
}
else
{
glTexImage2D(target, 0, internal_format, width, height, 0, format, type, data);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
}
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, 1);
GLenum error = glGetError();
if (error != GL_NO_ERROR)
@ -50,15 +64,19 @@ bool Texture::Create(u32 width, u32 height, GLenum internal_format, GLenum forma
m_id = id;
m_width = width;
m_height = height;
m_samples = samples;
return true;
}
void Texture::SetLinearFilter(bool enabled)
{
Assert(!IsMultisampled());
Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
const GLenum target = GetGLTarget();
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, enabled ? GL_LINEAR : GL_NEAREST);
}
bool Texture::CreateFramebuffer()
@ -100,11 +118,12 @@ void Texture::Destroy()
m_width = 0;
m_height = 0;
m_samples = 0;
}
void Texture::Bind()
{
glBindTexture(GL_TEXTURE_2D, m_id);
glBindTexture(GetGLTarget(), m_id);
}
void Texture::BindFramebuffer(GLenum target /*= GL_DRAW_FRAMEBUFFER*/)
@ -125,11 +144,13 @@ Texture& Texture::operator=(Texture&& moved)
m_id = moved.m_id;
m_width = moved.m_width;
m_height = moved.m_height;
m_samples = moved.m_samples;
m_fbo_id = moved.m_fbo_id;
moved.m_id = 0;
moved.m_width = 0;
moved.m_height = 0;
moved.m_samples = 0;
moved.m_fbo_id = 0;
return *this;
}