aboutsummaryrefslogtreecommitdiff
path: root/src/platform/opengl/opengl_texture.cpp
diff options
context:
space:
mode:
authorhachem <im@hachem.wtf>2026-08-20 02:27:02 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:40:07 +0200
commit5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 (patch)
tree34db1df17e8c7248aeeb92156d635d31c2484e3f /src/platform/opengl/opengl_texture.cpp
parente3abaaf59777258ba06705135a0cafcb5918ad12 (diff)
[chore]: MASSIVE refactor + more vulkan bs
Diffstat (limited to 'src/platform/opengl/opengl_texture.cpp')
-rw-r--r--src/platform/opengl/opengl_texture.cpp272
1 files changed, 272 insertions, 0 deletions
diff --git a/src/platform/opengl/opengl_texture.cpp b/src/platform/opengl/opengl_texture.cpp
new file mode 100644
index 0000000..6bcb9cd
--- /dev/null
+++ b/src/platform/opengl/opengl_texture.cpp
@@ -0,0 +1,272 @@
+#include "opengl_texture.h"
+
+#include "rendering/shader.h"
+
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtc/type_ptr.hpp>
+
+// NOTE: This file targets OpenGL 4.1 (the maximum macOS exposes). It uses the
+// classic bind-based texture API rather than 4.5 Direct State Access
+// (glCreateTextures / glTextureStorage2D / glTextureParameteri / glBindTextureUnit),
+// none of which exist on macOS.
+
+namespace Donut
+{
+ OpenGLTexture2D::OpenGLTexture2D(uint32_t width, uint32_t height)
+ : m_width(width), m_height(height)
+ {
+ m_internal_format = GL_RGBA8;
+ m_data_format = GL_RGBA;
+
+ glGenTextures(1, &m_renderer_id);
+ glBindTexture(GL_TEXTURE_2D, m_renderer_id);
+ glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_UNSIGNED_BYTE, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ }
+
+ OpenGLTexture2D::OpenGLTexture2D(const std::string& path)
+ : m_path(path)
+ {
+ m_width = 1;
+ m_height = 1;
+ m_internal_format = GL_RGBA8;
+ m_data_format = GL_RGBA;
+
+ glGenTextures(1, &m_renderer_id);
+ glBindTexture(GL_TEXTURE_2D, m_renderer_id);
+ glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_UNSIGNED_BYTE, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ uint32_t white_pixel = 0xFFFFFFFF;
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, m_data_format, GL_UNSIGNED_BYTE, &white_pixel);
+
+ DONUT_INFO("Created default texture (stb_image not available for loading: ", path, ")");
+ }
+
+ OpenGLTexture2D::~OpenGLTexture2D()
+ {
+ glDeleteTextures(1, &m_renderer_id);
+ }
+
+ auto OpenGLTexture2D::set_data(void* data, uint32_t size) -> void
+ {
+ uint32_t bpp = m_data_format == GL_RGBA ? 4 : 3;
+ if (size != m_width * m_height * bpp)
+ {
+ DONUT_ERROR("Data must be entire texture!");
+ return;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, m_renderer_id);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, m_data_format, GL_UNSIGNED_BYTE, data);
+ }
+
+ auto OpenGLTexture2D::bind(uint32_t slot) const -> void
+ {
+ glActiveTexture(GL_TEXTURE0 + slot);
+ glBindTexture(GL_TEXTURE_2D, m_renderer_id);
+ }
+
+ auto OpenGLTexture2D::bind_as_image(uint32_t slot, bool read_only) const -> void
+ {
+ // Image load/store is OpenGL 4.2 and unavailable on macOS. Guard the
+ // function pointer so this degrades to a no-op instead of crashing.
+ if (glBindImageTexture == nullptr)
+ return;
+ GLenum access = read_only ? GL_READ_ONLY : GL_WRITE_ONLY;
+ glBindImageTexture(slot, m_renderer_id, 0, GL_FALSE, 0, access, m_internal_format);
+ }
+
+ OpenGLCubemapTexture::OpenGLCubemapTexture(uint32_t width, uint32_t height)
+ : m_width(width), m_height(height)
+ {
+ m_internal_format = GL_RGBA16F;
+ m_data_format = GL_RGBA;
+
+ glGenTextures(1, &m_renderer_id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id);
+ for (uint32_t i = 0; i < 6; ++i)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_FLOAT, nullptr);
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ }
+
+ OpenGLCubemapTexture::OpenGLCubemapTexture(const std::string& path)
+ : m_path(path)
+ {
+ m_width = 1024;
+ m_height = 1024;
+ m_internal_format = GL_RGBA16F;
+ m_data_format = GL_RGBA;
+
+ glGenTextures(1, &m_renderer_id);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id);
+ for (uint32_t i = 0; i < 6; ++i)
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, m_internal_format, m_width, m_height, 0, m_data_format, GL_FLOAT, nullptr);
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ LoadHDRI(path);
+ }
+
+ OpenGLCubemapTexture::~OpenGLCubemapTexture()
+ {
+ glDeleteTextures(1, &m_renderer_id);
+ }
+
+ auto OpenGLCubemapTexture::LoadHDRI(const std::string& path) -> void
+ {
+ stbi_set_flip_vertically_on_load(true);
+ int width, height, channels;
+ float* hdr_data = stbi_loadf(path.c_str(), &width, &height, &channels, 3);
+
+ if (!hdr_data)
+ {
+ DONUT_ERROR("Failed to load HDRI: {}", path);
+ float default_sky[6 * 4] =
+ {
+ 0.5f, 0.7f, 1.0f, 1.0f, // Right
+ 0.5f, 0.7f, 1.0f, 1.0f, // Left
+ 0.5f, 0.7f, 1.0f, 1.0f, // Top
+ 0.5f, 0.7f, 1.0f, 1.0f, // Bottom
+ 0.5f, 0.7f, 1.0f, 1.0f, // Front
+ 0.5f, 0.7f, 1.0f, 1.0f // Back
+ };
+
+ glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id);
+ for (int i = 0; i < 6; ++i)
+ glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, 1, 1, GL_RGBA, GL_FLOAT, &default_sky[i * 4]);
+ return;
+ }
+
+ convert_equirectangular_to_cubemap(hdr_data, width, height);
+ stbi_image_free(hdr_data);
+
+ DONUT_INFO("Successfully loaded HDRI: {} ({}x{})", path, width, height);
+ }
+
+ auto OpenGLCubemapTexture::convert_equirectangular_to_cubemap(float* hdr_data, int width, int height) -> void
+ {
+ uint32_t capture_fbo, capture_rbo;
+ glGenFramebuffers(1, &capture_fbo);
+ glGenRenderbuffers(1, &capture_rbo);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, capture_rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, m_width, m_height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, capture_rbo);
+
+ uint32_t hdr_texture;
+ glGenTextures(1, &hdr_texture);
+ glBindTexture(GL_TEXTURE_2D, hdr_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, hdr_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);
+
+ auto equirect_shader = Shader::create("assets/shaders/EquirectToCubemap.glsl");
+ if (!equirect_shader)
+ {
+ DONUT_ERROR("Failed to create equirectangular to cubemap shader");
+ return;
+ }
+
+ uint32_t shader_program = equirect_shader->get_renderer_id();
+
+ float vertices[] =
+ {
+ -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f,
+ -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f
+ };
+
+ uint32_t cube_vao, cube_vbo;
+ glGenVertexArrays(1, &cube_vao);
+ glGenBuffers(1, &cube_vbo);
+ glBindVertexArray(cube_vao);
+ glBindBuffer(GL_ARRAY_BUFFER, cube_vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
+
+ glm::mat4 capture_projection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
+ glm::mat4 capture_views[] =
+ {
+ glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
+ glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
+ glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)),
+ glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)),
+ glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
+ glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f))
+ };
+
+ glUseProgram(shader_program);
+ glUniform1i(glGetUniformLocation(shader_program, "u_EquirectangularMap"), 0);
+ // EquirectToCubemap is authored in Slang (row-major); transpose glm's
+ // column-major matrices on upload (GL_TRUE) to match.
+ glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_Projection"), 1, GL_TRUE, &capture_projection[0][0]);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, hdr_texture);
+
+ glViewport(0, 0, m_width, m_height);
+ glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
+ for (unsigned int i = 0; i < 6; ++i)
+ {
+ glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_View"), 1, GL_TRUE, &capture_views[i][0][0]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, m_renderer_id, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glBindVertexArray(cube_vao);
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+ }
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glDeleteVertexArrays(1, &cube_vao);
+ glDeleteBuffers(1, &cube_vbo);
+ glDeleteTextures(1, &hdr_texture);
+ glDeleteFramebuffers(1, &capture_fbo);
+ glDeleteRenderbuffers(1, &capture_rbo);
+ }
+
+ auto OpenGLCubemapTexture::set_data(void* data, uint32_t size) -> void
+ {
+ DONUT_WARN("set_data not implemented for cubemaps");
+ }
+
+ auto OpenGLCubemapTexture::bind(uint32_t slot) const -> void
+ {
+ glActiveTexture(GL_TEXTURE0 + slot);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id);
+ }
+
+ auto OpenGLCubemapTexture::bind_as_image(uint32_t slot, bool read_only) const -> void
+ {
+ if (glBindImageTexture == nullptr)
+ return;
+ GLenum access = read_only ? GL_READ_ONLY : GL_WRITE_ONLY;
+ glBindImageTexture(slot, m_renderer_id, 0, GL_TRUE, 0, access, m_internal_format);
+ }
+};