Use GL_TEXTURE_2D_ARRAY to enable multiple texture atlases

This commit is contained in:
Dan Paulat 2023-09-02 13:44:56 -05:00
parent 922e875b07
commit 7198d1c7af
8 changed files with 36 additions and 15 deletions

View file

@ -0,0 +1,16 @@
#version 330 core
// Lower the default precision to medium
precision mediump float;
uniform sampler2DArray uTexture;
smooth in vec2 texCoord;
smooth in vec4 color;
layout (location = 0) out vec4 fragColor;
void main()
{
fragColor = texture(uTexture, vec3(texCoord, 0.0)) * color;
}

View file

@ -265,6 +265,7 @@ set(SHADER_FILES gl/color.frag
gl/texture1d.frag
gl/texture1d.vert
gl/texture2d.frag
gl/texture2d_array.frag
gl/threshold.geom)
set(CMAKE_FILES scwx-qt.cmake)

View file

@ -12,6 +12,7 @@
<file>gl/texture1d.frag</file>
<file>gl/texture1d.vert</file>
<file>gl/texture2d.frag</file>
<file>gl/texture2d_array.frag</file>
<file>gl/threshold.geom</file>
<file>res/config/radar_sites.json</file>
<file>res/fonts/din1451alt.ttf</file>

View file

@ -92,8 +92,8 @@ void GeoLine::Initialize()
{
gl::OpenGLFunctions& gl = p->context_->gl();
p->shaderProgram_ = p->context_->GetShaderProgram(":/gl/geo_line.vert",
":/gl/texture2d.frag");
p->shaderProgram_ = p->context_->GetShaderProgram(
":/gl/geo_line.vert", ":/gl/texture2d_array.frag");
p->uMVPMatrixLocation_ =
gl.glGetUniformLocation(p->shaderProgram_->id(), "uMVPMatrix");

View file

@ -151,7 +151,7 @@ void PlacefileIcons::Initialize()
p->shaderProgram_ = p->context_->GetShaderProgram(
{{GL_VERTEX_SHADER, ":/gl/geo_texture2d.vert"},
{GL_GEOMETRY_SHADER, ":/gl/threshold.geom"},
{GL_FRAGMENT_SHADER, ":/gl/texture2d.frag"}});
{GL_FRAGMENT_SHADER, ":/gl/texture2d_array.frag"}});
p->uMVPMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMVPMatrix");
p->uMapMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMapMatrix");
@ -261,8 +261,8 @@ void PlacefileIcons::Render(
}
// Interpolate texture coordinates
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Draw icons
gl.glDrawArrays(GL_TRIANGLES, 0, p->numVertices_);

View file

@ -129,7 +129,7 @@ void PlacefileImages::Initialize()
p->shaderProgram_ = p->context_->GetShaderProgram(
{{GL_VERTEX_SHADER, ":/gl/geo_texture2d.vert"},
{GL_GEOMETRY_SHADER, ":/gl/threshold.geom"},
{GL_FRAGMENT_SHADER, ":/gl/texture2d.frag"}});
{GL_FRAGMENT_SHADER, ":/gl/texture2d_array.frag"}});
p->uMVPMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMVPMatrix");
p->uMapMatrixLocation_ = p->shaderProgram_->GetUniformLocation("uMapMatrix");
@ -230,8 +230,8 @@ void PlacefileImages::Render(
}
// Interpolate texture coordinates
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Draw images
gl.glDrawArrays(GL_TRIANGLES, 0, p->numVertices_);

View file

@ -56,7 +56,7 @@ void DrawLayer::Render(const QMapLibreGL::CustomLayerRenderParameters& params)
newTextureAtlasBuildCount != p->textureAtlasBuildCount_;
gl.glActiveTexture(GL_TEXTURE0);
gl.glBindTexture(GL_TEXTURE_2D, p->textureAtlas_);
gl.glBindTexture(GL_TEXTURE_2D_ARRAY, p->textureAtlas_);
for (auto& item : p->drawList_)
{

View file

@ -296,18 +296,21 @@ GLuint TextureAtlas::BufferAtlas(gl::OpenGLFunctions& gl)
lock.unlock();
gl.glGenTextures(1, &texture);
gl.glBindTexture(GL_TEXTURE_2D, texture);
gl.glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.glTexParameteri(
GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl.glTexParameteri(
GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl.glTexImage2D(GL_TEXTURE_2D,
gl.glTexImage3D(GL_TEXTURE_2D_ARRAY,
0,
GL_RGBA,
view.width(),
view.height(),
1u,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,