renderer/opengl: explicit texture options
This sets up for a couple improvments (see TODO comments) and also sets the glyph atlas textures to nearest neighbor sampling since we can do that now that we never scale glyphs.pull/7822/head
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02d82720d2
commit
87f35bd1c1
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@ -92,6 +92,30 @@ pub const Format = enum(c_uint) {
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_,
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_,
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};
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};
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/// Minification filter for textures.
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pub const MinFilter = enum(c_int) {
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nearest = c.GL_NEAREST,
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linear = c.GL_LINEAR,
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nearest_mipmap_nearest = c.GL_NEAREST_MIPMAP_NEAREST,
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linear_mipmap_nearest = c.GL_LINEAR_MIPMAP_NEAREST,
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nearest_mipmap_linear = c.GL_NEAREST_MIPMAP_LINEAR,
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linear_mipmap_linear = c.GL_LINEAR_MIPMAP_LINEAR,
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};
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/// Magnification filter for textures.
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pub const MagFilter = enum(c_int) {
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nearest = c.GL_NEAREST,
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linear = c.GL_LINEAR,
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};
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/// Texture coordinate wrapping mode.
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pub const Wrap = enum(c_int) {
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clamp_to_edge = c.GL_CLAMP_TO_EDGE,
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clamp_to_border = c.GL_CLAMP_TO_BORDER,
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mirrored_repeat = c.GL_MIRRORED_REPEAT,
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repeat = c.GL_REPEAT,
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};
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/// Data type for texture images.
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/// Data type for texture images.
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pub const DataType = enum(c_uint) {
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pub const DataType = enum(c_uint) {
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UnsignedByte = c.GL_UNSIGNED_BYTE,
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UnsignedByte = c.GL_UNSIGNED_BYTE,
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@ -356,6 +356,10 @@ pub inline fn textureOptions(self: OpenGL) Texture.Options {
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.format = .rgba,
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.format = .rgba,
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.internal_format = .srgba,
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.internal_format = .srgba,
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.target = .@"2D",
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.target = .@"2D",
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.min_filter = .linear,
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.mag_filter = .linear,
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.wrap_s = .clamp_to_edge,
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.wrap_t = .clamp_to_edge,
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};
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};
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}
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}
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@ -388,6 +392,16 @@ pub inline fn imageTextureOptions(
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.format = format.toPixelFormat(),
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.format = format.toPixelFormat(),
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.internal_format = if (srgb) .srgba else .rgba,
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.internal_format = if (srgb) .srgba else .rgba,
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.target = .@"2D",
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.target = .@"2D",
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// TODO: Generate mipmaps for image textures and use
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// linear_mipmap_linear filtering so that they
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// look good even when scaled way down.
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.min_filter = .linear,
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.mag_filter = .linear,
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// TODO: Separate out background image options, use
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// repeating coordinate modes so we don't have
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// to do the modulus in the shader.
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.wrap_s = .clamp_to_edge,
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.wrap_t = .clamp_to_edge,
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};
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};
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}
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}
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@ -409,6 +423,10 @@ pub fn initAtlasTexture(
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.format = format,
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.format = format,
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.internal_format = internal_format,
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.internal_format = internal_format,
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.target = .Rectangle,
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.target = .Rectangle,
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.min_filter = .nearest,
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.mag_filter = .nearest,
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.wrap_s = .clamp_to_edge,
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.wrap_t = .clamp_to_edge,
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},
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},
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atlas.size,
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atlas.size,
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atlas.size,
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atlas.size,
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@ -16,6 +16,10 @@ pub const Options = struct {
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format: gl.Texture.Format,
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format: gl.Texture.Format,
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internal_format: gl.Texture.InternalFormat,
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internal_format: gl.Texture.InternalFormat,
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target: gl.Texture.Target,
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target: gl.Texture.Target,
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min_filter: gl.Texture.MinFilter,
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mag_filter: gl.Texture.MagFilter,
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wrap_s: gl.Texture.Wrap,
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wrap_t: gl.Texture.Wrap,
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};
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};
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texture: gl.Texture,
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texture: gl.Texture,
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@ -48,10 +52,10 @@ pub fn init(
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{
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{
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const texbind = tex.bind(opts.target) catch return error.OpenGLFailed;
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const texbind = tex.bind(opts.target) catch return error.OpenGLFailed;
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defer texbind.unbind();
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defer texbind.unbind();
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texbind.parameter(.WrapS, gl.c.GL_CLAMP_TO_EDGE) catch return error.OpenGLFailed;
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texbind.parameter(.WrapS, @intFromEnum(opts.wrap_s)) catch return error.OpenGLFailed;
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texbind.parameter(.WrapT, gl.c.GL_CLAMP_TO_EDGE) catch return error.OpenGLFailed;
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texbind.parameter(.WrapT, @intFromEnum(opts.wrap_t)) catch return error.OpenGLFailed;
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texbind.parameter(.MinFilter, gl.c.GL_LINEAR) catch return error.OpenGLFailed;
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texbind.parameter(.MinFilter, @intFromEnum(opts.min_filter)) catch return error.OpenGLFailed;
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texbind.parameter(.MagFilter, gl.c.GL_LINEAR) catch return error.OpenGLFailed;
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texbind.parameter(.MagFilter, @intFromEnum(opts.mag_filter)) catch return error.OpenGLFailed;
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texbind.image2D(
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texbind.image2D(
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0,
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0,
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opts.internal_format,
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opts.internal_format,
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