render: fix Texture mipmap generation
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73669001c3
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dfe0ff8b63
@ -44,6 +44,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
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asset.InitWorldTextureAtlas()
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r.texture = NewTextureRGBA(asset.WorldTextureAtlas.Image)
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r.texture.GenerateMipMap()
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r.shader.SetUniformTexture("tex", r.texture)
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r.shader.SetUniformMat4("model", mgl32.Ident4())
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@ -17,6 +17,7 @@ type Texture struct {
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tex uint32
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hasMipmap bool
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smooth bool
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}
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// NewTexture creates a new, empty Texture.
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@ -65,19 +66,36 @@ func NewTextureRGBA(image *image.RGBA) *Texture {
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return &Texture{tex: tex}
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}
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// SetSmooth sets the min/mag filters to LINEAR(smooth) or NEAREST(not smooth)
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// TODO: Not working
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func (t *Texture) SetSmooth(smooth bool) {
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defer gl.BindTexture(gl.TEXTURE_2D, curTextureBinding())
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gl.BindTexture(gl.TEXTURE_2D, t.tex)
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if smooth {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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// updateFilters updates the MIN/MAG_FILTER parameters of the texture based on t.smooth and t.hasMipmap.
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//
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// It does not bind the texture; the caller has to do that
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func (t *Texture) updateFilters() {
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if t.smooth {
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if t.hasMipmap {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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} else {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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}
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} else {
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if t.hasMipmap {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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} else {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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}
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}
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}
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// SetSmooth sets the min/mag filters to LINEAR(smooth) or NEAREST(not smooth)
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func (t *Texture) SetSmooth(smooth bool) {
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defer gl.BindTexture(gl.TEXTURE_2D, curTextureBinding())
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gl.BindTexture(gl.TEXTURE_2D, t.tex)
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t.smooth = smooth
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t.updateFilters()
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}
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// UpdateRGBA updates the content of the texture with image.
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// It deletes existing mipmap, you need to generate it again.
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@ -101,7 +119,7 @@ func (t *Texture) UpdateRGBA(image *image.RGBA) {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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t.hasMipmap = false
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t.updateFilters()
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}
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// GenerateMipMap generates mipmap for the texture.
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@ -112,10 +130,9 @@ func (t *Texture) GenerateMipMap() {
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gl.BindTexture(gl.TEXTURE_2D, t.tex)
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gl.GenerateMipmap(gl.TEXTURE_2D)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_LINEAR)
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t.hasMipmap = true
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t.updateFilters()
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}
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// InvalidateMipMap invalidates mipmap for the texture.
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@ -128,6 +145,7 @@ func (t *Texture) InvalidateMipMap() {
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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t.hasMipmap = false
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t.updateFilters()
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}
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// Handle returns the OpenGL handle of the texture.
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