123 lines
4.6 KiB
C++
123 lines
4.6 KiB
C++
/*##############################################################################
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## Author: Shaun Reed ##
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## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
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## About: Texture class to help with texture and image initializations ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#include <QDebug>
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#include <QImageReader>
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#include "app/qtkmainwindow.h"
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#include "texture.h"
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using namespace Qtk;
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QImage OpenGLTextureFactory::initImage(const char * image,
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bool flipX,
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bool flipY)
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{
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// Qt6 limits loaded images to 256MB by default
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QImageReader::setAllocationLimit(1024);
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auto loadedImage = QImage(image).mirrored(flipX, flipY);
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if (loadedImage.isNull()) {
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return defaultTexture();
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}
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return loadedImage;
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}
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QOpenGLTexture * OpenGLTextureFactory::initTexture(const char * texture,
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bool flipX,
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bool flipY)
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{
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QImage image = initImage(texture, flipX, flipY);
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auto newTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
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newTexture->setData(image);
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newTexture->setWrapMode(QOpenGLTexture::Repeat);
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newTexture->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,
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QOpenGLTexture::Linear);
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return newTexture;
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}
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QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const char * tile)
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{
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return initCubeMap(QImage(tile),
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QImage(tile),
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QImage(tile),
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QImage(tile),
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QImage(tile),
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QImage(tile));
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}
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QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const char * right,
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const char * top,
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const char * front,
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const char * left,
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const char * bottom,
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const char * back)
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{
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return initCubeMap(QImage(right),
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QImage(top),
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QImage(front),
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QImage(left),
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QImage(bottom),
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QImage(back));
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}
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QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const QImage & right,
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const QImage & top,
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const QImage & front,
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const QImage & left,
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const QImage & bottom,
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const QImage & back)
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{
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auto texture = new QOpenGLTexture(QOpenGLTexture::TargetCubeMap);
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std::vector<QImage> faceTextures = {right, top, front, left, bottom, back};
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// Initialize skybox cubemap texture
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texture->create();
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texture->bind();
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// For each cube map face
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std::vector<QOpenGLTexture::CubeMapFace> faces = {
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QOpenGLTexture::CubeMapPositiveX,
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QOpenGLTexture::CubeMapPositiveY,
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QOpenGLTexture::CubeMapPositiveZ,
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QOpenGLTexture::CubeMapNegativeX,
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QOpenGLTexture::CubeMapNegativeY,
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QOpenGLTexture::CubeMapNegativeZ};
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int i = 0;
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for (const auto & face : faces) {
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QImage faceImage(faceTextures[i]);
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if (faceImage.isNull()) {
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qDebug() << "Error loading cube map image\n";
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faceImage = defaultTexture();
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}
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faceImage = faceImage.convertToFormat(QImage::Format_RGBA8888);
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// On the first iteration, set format and allocate texture storage
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if (face == QOpenGLTexture::CubeMapPositiveX) {
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// This also needs to happen on the first iteration, anyways
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texture->setSize(
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faceImage.width(), faceImage.height(), faceImage.depth());
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texture->setFormat(QOpenGLTexture::RGBA8_UNorm);
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texture->allocateStorage();
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}
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texture->setData(0,
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0,
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face,
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QOpenGLTexture::RGBA,
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QOpenGLTexture::UInt8,
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faceImage.constBits());
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i++;
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}
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texture->setWrapMode(QOpenGLTexture::ClampToEdge);
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texture->generateMipMaps();
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texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
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texture->setMagnificationFilter(QOpenGLTexture::Linear);
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texture->release();
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return texture;
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}
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