From 5ea6c14c0e14bacee766ce1280ab2c71564e05ec Mon Sep 17 00:00:00 2001 From: hachem Date: Sun, 23 Aug 2026 21:55:36 +0200 Subject: [feat]: implement ui layer arch --- src/platform/opengl/texture.cpp | 296 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 296 insertions(+) create mode 100644 src/platform/opengl/texture.cpp (limited to 'src/platform/opengl/texture.cpp') diff --git a/src/platform/opengl/texture.cpp b/src/platform/opengl/texture.cpp new file mode 100644 index 0000000..12e07f1 --- /dev/null +++ b/src/platform/opengl/texture.cpp @@ -0,0 +1,296 @@ +#include "texture.h" + +#include "shader.h" +#include "core/log.h" + +#include + +#define STB_IMAGE_IMPLEMENTATION +#include "stb_image.h" +#include +#include +#include + +// 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. It also hosts the single STB_IMAGE_IMPLEMENTATION +// for the whole build (the Vulkan backend links stbi_loadf from here too). + +namespace Donut +{ + Texture2D::Texture2D(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); + } + + Texture2D::Texture2D(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, ")"); + } + + Texture2D::~Texture2D() + { + glDeleteTextures(1, &m_renderer_id); + } + + auto Texture2D::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 Texture2D::bind(uint32_t slot) const -> void + { + glActiveTexture(GL_TEXTURE0 + slot); + glBindTexture(GL_TEXTURE_2D, m_renderer_id); + } + + auto Texture2D::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); + } + + CubemapTexture::CubemapTexture(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); + } + + CubemapTexture::CubemapTexture(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); + } + + CubemapTexture::~CubemapTexture() + { + glDeleteTextures(1, &m_renderer_id); + } + + auto CubemapTexture::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 CubemapTexture::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 CubemapTexture::set_data(void* data, uint32_t size) -> void + { + DONUT_WARN("set_data not implemented for cubemaps"); + } + + auto CubemapTexture::bind(uint32_t slot) const -> void + { + glActiveTexture(GL_TEXTURE0 + slot); + glBindTexture(GL_TEXTURE_CUBE_MAP, m_renderer_id); + } + + auto CubemapTexture::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); + } + + auto Texture2D::create(uint32_t width, uint32_t height) -> Ref + { + return create_ref(width, height); + } + + auto Texture2D::create(const std::string& path) -> Ref + { + return create_ref(path); + } + + auto CubemapTexture::create(uint32_t width, uint32_t height) -> Ref + { + return create_ref(width, height); + } + + auto CubemapTexture::create_from_hdri(const std::string& path) -> Ref + { + return create_ref(path); + } +}; -- cgit v1.3