ghostty/pkg/opengl/Texture.zig
Julia 9c8c53bffb use main buffer and copy data to fbo texture (opengl) (#5294)
NEEDS REVIEW

continuation of #5037
resolves #4729 

renders all shaders to the default buffer and then copies it to the
designated custom shader texture.

this is a draft pr because:
- it introduces a new shader "pipeline" which doesnt fit in with how the
system was designed to work (which is only rendering to the fbo)
- im not sure if this is the best way to achieve shaders being able to
sample their output while also drawing to the screen. the cusom fbo
(previous implementation) was useful in that it modularized the custom
shader stage in rendering

---------

Co-authored-by: Mitchell Hashimoto <m@mitchellh.com>
2025-01-23 20:57:14 +00:00

188 lines
4.6 KiB
Zig

const Texture = @This();
const std = @import("std");
const c = @import("c.zig").c;
const errors = @import("errors.zig");
const glad = @import("glad.zig");
id: c.GLuint,
pub fn active(target: c.GLenum) !void {
glad.context.ActiveTexture.?(target);
try errors.getError();
}
/// Create a single texture.
pub fn create() !Texture {
var id: c.GLuint = undefined;
glad.context.GenTextures.?(1, &id);
return .{ .id = id };
}
/// glBindTexture
pub fn bind(v: Texture, target: Target) !Binding {
glad.context.BindTexture.?(@intFromEnum(target), v.id);
try errors.getError();
return .{ .target = target };
}
pub fn destroy(v: Texture) void {
glad.context.DeleteTextures.?(1, &v.id);
}
/// Enun for possible texture binding targets.
pub const Target = enum(c_uint) {
@"1D" = c.GL_TEXTURE_1D,
@"2D" = c.GL_TEXTURE_2D,
@"3D" = c.GL_TEXTURE_3D,
@"1DArray" = c.GL_TEXTURE_1D_ARRAY,
@"2DArray" = c.GL_TEXTURE_2D_ARRAY,
Rectangle = c.GL_TEXTURE_RECTANGLE,
CubeMap = c.GL_TEXTURE_CUBE_MAP,
Buffer = c.GL_TEXTURE_BUFFER,
@"2DMultisample" = c.GL_TEXTURE_2D_MULTISAMPLE,
@"2DMultisampleArray" = c.GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
};
/// Enum for possible texture parameters.
pub const Parameter = enum(c_uint) {
BaseLevel = c.GL_TEXTURE_BASE_LEVEL,
CompareFunc = c.GL_TEXTURE_COMPARE_FUNC,
CompareMode = c.GL_TEXTURE_COMPARE_MODE,
LodBias = c.GL_TEXTURE_LOD_BIAS,
MinFilter = c.GL_TEXTURE_MIN_FILTER,
MagFilter = c.GL_TEXTURE_MAG_FILTER,
MinLod = c.GL_TEXTURE_MIN_LOD,
MaxLod = c.GL_TEXTURE_MAX_LOD,
MaxLevel = c.GL_TEXTURE_MAX_LEVEL,
SwizzleR = c.GL_TEXTURE_SWIZZLE_R,
SwizzleG = c.GL_TEXTURE_SWIZZLE_G,
SwizzleB = c.GL_TEXTURE_SWIZZLE_B,
SwizzleA = c.GL_TEXTURE_SWIZZLE_A,
WrapS = c.GL_TEXTURE_WRAP_S,
WrapT = c.GL_TEXTURE_WRAP_T,
WrapR = c.GL_TEXTURE_WRAP_R,
};
/// Internal format enum for texture images.
pub const InternalFormat = enum(c_int) {
red = c.GL_RED,
rgb = c.GL_RGB,
rgba = c.GL_RGBA,
// There are so many more that I haven't filled in.
_,
};
/// Format for texture images
pub const Format = enum(c_uint) {
red = c.GL_RED,
rgb = c.GL_RGB,
rgba = c.GL_RGBA,
bgra = c.GL_BGRA,
// There are so many more that I haven't filled in.
_,
};
/// Data type for texture images.
pub const DataType = enum(c_uint) {
UnsignedByte = c.GL_UNSIGNED_BYTE,
// There are so many more that I haven't filled in.
_,
};
pub const Binding = struct {
target: Target,
pub fn unbind(b: *const Binding) void {
glad.context.BindTexture.?(@intFromEnum(b.target), 0);
}
pub fn generateMipmap(b: Binding) void {
glad.context.GenerateMipmap.?(@intFromEnum(b.target));
}
pub fn parameter(b: Binding, name: Parameter, value: anytype) !void {
switch (@TypeOf(value)) {
c.GLint => glad.context.TexParameteri.?(
@intFromEnum(b.target),
@intFromEnum(name),
value,
),
else => unreachable,
}
}
pub fn image2D(
b: Binding,
level: c.GLint,
internal_format: InternalFormat,
width: c.GLsizei,
height: c.GLsizei,
border: c.GLint,
format: Format,
typ: DataType,
data: ?*const anyopaque,
) !void {
glad.context.TexImage2D.?(
@intFromEnum(b.target),
level,
@intFromEnum(internal_format),
width,
height,
border,
@intFromEnum(format),
@intFromEnum(typ),
data,
);
}
pub fn subImage2D(
b: Binding,
level: c.GLint,
xoffset: c.GLint,
yoffset: c.GLint,
width: c.GLsizei,
height: c.GLsizei,
format: Format,
typ: DataType,
data: ?*const anyopaque,
) !void {
glad.context.TexSubImage2D.?(
@intFromEnum(b.target),
level,
xoffset,
yoffset,
width,
height,
@intFromEnum(format),
@intFromEnum(typ),
data,
);
}
pub fn copySubImage2D(
b: Binding,
level: c.GLint,
xoffset: c.GLint,
yoffset: c.GLint,
x: c.GLint,
y: c.GLint,
width: c.GLsizei,
height: c.GLsizei,
) !void {
glad.context.CopyTexSubImage2D.?(
@intFromEnum(b.target),
level,
xoffset,
yoffset,
x,
y,
width,
height
);
}
};