Use texture compression on GPU

This commit is contained in:
Enrico Turri 2019-05-21 14:19:03 +02:00
parent 5afd0b4ee2
commit efd247fc58
6 changed files with 102 additions and 21 deletions

View file

@ -178,7 +178,14 @@ bool GLTexture::load_from_svg_files_as_sprites_array(const std::vector<std::stri
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glGenTextures(1, &m_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
#if ENABLE_COMPRESSED_TEXTURES
if (GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0));
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
@ -284,7 +291,14 @@ unsigned int GLTexture::generate_mipmaps(wxImage& image)
data[data_id + 3] = (img_alpha != nullptr) ? img_alpha[i] : 255;
}
#if ENABLE_COMPRESSED_TEXTURES
if (GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
}
return (unsigned int)level;
@ -335,7 +349,14 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps)
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glGenTextures(1, &m_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
#if ENABLE_COMPRESSED_TEXTURES
if (GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
if (use_mipmaps)
{
// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
@ -397,7 +418,14 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
glsafe(::glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
glsafe(::glGenTextures(1, &m_id));
glsafe(::glBindTexture(GL_TEXTURE_2D, m_id));
#if ENABLE_COMPRESSED_TEXTURES
if (GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)m_width, (GLsizei)m_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
if (use_mipmaps)
{
// we manually generate mipmaps because glGenerateMipmap() function is not reliable on all graphics cards
@ -413,7 +441,14 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
scale /= 2.0f;
nsvgRasterize(rast, image, 0, 0, scale, data.data(), lod_w, lod_h, lod_w * 4);
#if ENABLE_COMPRESSED_TEXTURES
if (GLEW_EXT_texture_compression_s3tc)
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
else
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#else
glsafe(::glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, (GLsizei)lod_w, (GLsizei)lod_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const void*)data.data()));
#endif // ENABLE_COMPRESSED_TEXTURES
}
glsafe(::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level));