/* -*- tab-width: 4; -*- */ /* vi: set sw=2 ts=4 expandtab: */ /* * Copyright 2021 Mark Callow. * SPDX-License-Identifier: Apache-2.0 */ /** * @internal * @file Texture3d.cpp * @~English * * @brief Definition of test sample for loading and displaying the slices of a 3d texture. * * @author Mark Callow, www.edgewise-consulting.com. */ #include #include #include #include #include #include #include #include #include #include "argparser.h" #include "Texture3d.h" #include "ltexceptions.h" #define member_size(type, member) sizeof(((type *)0)->member) const GLchar* pszFsSampler3dDeclaration = "uniform mediump sampler3D uSampler;\n\n"; const GLchar* psz3dVsMain = "void main()\n" "{\n" " UVW = vec3(inUV, float(gl_InstanceID) / float(INSTANCE_COUNT - 1U));\n" " mat4 modelView = ubo.view * ubo.instance[gl_InstanceID].model;\n" " gl_Position = ubo.projection * modelView * inPos;\n" "}"; /* ------------------------------------------------------------------------- */ LoadTestSample* Texture3d::create(uint32_t width, uint32_t height, const char* const szArgs, const std::string sBasePath) { return new Texture3d(width, height, szArgs, sBasePath); } /** * @internal * @class Texture3d * @~English * * @brief Test loading of 2D texture arrays. */ Texture3d::Texture3d(uint32_t width, uint32_t height, const char* const szArgs, const std::string sBasePath) : InstancedSampleBase(width, height, szArgs, sBasePath) { zoom = -15.0f; if (texTarget != GL_TEXTURE_3D) { std::stringstream message; message << "Texture3d requires an 3d texture."; throw std::runtime_error(message.str()); } // Checking if KVData contains keys of interest would go here. instanceCount = textureInfo.baseDepth; InstancedSampleBase::ShaderSource fs; InstancedSampleBase::ShaderSource vs; fs.push_back(pszInstancingFsDeclarations); fs.push_back(pszFsSampler3dDeclaration); if (framebufferColorEncoding() == GL_LINEAR) { fs.push_back(pszSrgbEncodeFunc); fs.push_back(pszInstancingSrgbEncodeFsMain); } else { fs.push_back(pszInstancingFsMain);; } vs.push_back(pszInstancingVsDeclarations); vs.push_back(psz3dVsMain); try { prepare(fs, vs); } catch (std::exception& e) { (void)e; // To quiet unused variable warnings from some compilers. cleanup(); throw; } // Texture was bound by prepare() // Set this so it is easier to recognize that the texture has the expected // slices. glTexParameteri(texTarget, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); bInitialized = true; }