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Use GL_TEXTURE_2D_ARRAY to enable multiple texture atlases
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922e875b07
commit
7198d1c7af
8 changed files with 36 additions and 15 deletions
16
scwx-qt/gl/texture2d_array.frag
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16
scwx-qt/gl/texture2d_array.frag
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@ -0,0 +1,16 @@
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#version 330 core
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// Lower the default precision to medium
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precision mediump float;
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uniform sampler2DArray uTexture;
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smooth in vec2 texCoord;
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smooth in vec4 color;
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layout (location = 0) out vec4 fragColor;
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void main()
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{
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fragColor = texture(uTexture, vec3(texCoord, 0.0)) * color;
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}
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@ -265,6 +265,7 @@ set(SHADER_FILES gl/color.frag
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gl/texture1d.frag
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gl/texture1d.vert
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gl/texture2d.frag
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gl/texture2d_array.frag
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gl/threshold.geom)
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set(CMAKE_FILES scwx-qt.cmake)
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@ -12,6 +12,7 @@
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<file>gl/texture1d.frag</file>
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<file>gl/texture1d.vert</file>
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<file>gl/texture2d.frag</file>
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<file>gl/texture2d_array.frag</file>
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<file>gl/threshold.geom</file>
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<file>res/config/radar_sites.json</file>
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<file>res/fonts/din1451alt.ttf</file>
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@ -92,8 +92,8 @@ void GeoLine::Initialize()
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{
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gl::OpenGLFunctions& gl = p->context_->gl();
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p->shaderProgram_ = p->context_->GetShaderProgram(":/gl/geo_line.vert",
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":/gl/texture2d.frag");
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p->shaderProgram_ = p->context_->GetShaderProgram(
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":/gl/geo_line.vert", ":/gl/texture2d_array.frag");
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p->uMVPMatrixLocation_ =
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gl.glGetUniformLocation(p->shaderProgram_->id(), "uMVPMatrix");
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@ -151,7 +151,7 @@ void PlacefileIcons::Initialize()
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p->shaderProgram_ = p->context_->GetShaderProgram(
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{{GL_VERTEX_SHADER, ":/gl/geo_texture2d.vert"},
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{GL_GEOMETRY_SHADER, ":/gl/threshold.geom"},
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{GL_FRAGMENT_SHADER, ":/gl/texture2d.frag"}});
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{GL_FRAGMENT_SHADER, ":/gl/texture2d_array.frag"}});
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p->uMVPMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMVPMatrix");
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p->uMapMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMapMatrix");
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@ -261,8 +261,8 @@ void PlacefileIcons::Render(
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}
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// Interpolate texture coordinates
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Draw icons
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gl.glDrawArrays(GL_TRIANGLES, 0, p->numVertices_);
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@ -129,7 +129,7 @@ void PlacefileImages::Initialize()
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p->shaderProgram_ = p->context_->GetShaderProgram(
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{{GL_VERTEX_SHADER, ":/gl/geo_texture2d.vert"},
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{GL_GEOMETRY_SHADER, ":/gl/threshold.geom"},
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{GL_FRAGMENT_SHADER, ":/gl/texture2d.frag"}});
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{GL_FRAGMENT_SHADER, ":/gl/texture2d_array.frag"}});
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p->uMVPMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMVPMatrix");
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p->uMapMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMapMatrix");
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@ -230,8 +230,8 @@ void PlacefileImages::Render(
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}
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// Interpolate texture coordinates
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Draw images
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gl.glDrawArrays(GL_TRIANGLES, 0, p->numVertices_);
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@ -56,7 +56,7 @@ void DrawLayer::Render(const QMapLibreGL::CustomLayerRenderParameters& params)
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newTextureAtlasBuildCount != p->textureAtlasBuildCount_;
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gl.glActiveTexture(GL_TEXTURE0);
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gl.glBindTexture(GL_TEXTURE_2D, p->textureAtlas_);
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gl.glBindTexture(GL_TEXTURE_2D_ARRAY, p->textureAtlas_);
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for (auto& item : p->drawList_)
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{
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@ -296,18 +296,21 @@ GLuint TextureAtlas::BufferAtlas(gl::OpenGLFunctions& gl)
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lock.unlock();
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gl.glGenTextures(1, &texture);
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gl.glBindTexture(GL_TEXTURE_2D, texture);
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gl.glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gl.glTexParameteri(
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GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl.glTexParameteri(
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GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gl.glTexImage2D(GL_TEXTURE_2D,
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gl.glTexImage3D(GL_TEXTURE_2D_ARRAY,
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0,
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GL_RGBA,
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view.width(),
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view.height(),
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1u,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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