tibia-client/src/framework/graphics/texture.cpp

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#include "texture.h"
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#include "graphics.h"
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#include <GL/gl.h>
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Texture::Texture()
{
m_textureId = 0;
}
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Texture::Texture(int width, int height, int channels, uchar *pixels)
{
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// generate opengl texture
m_textureId = internalLoadGLTexture(pixels, channels, width, height);
}
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Texture::~Texture()
{
assert(!g_graphics.isDrawing());
// free texture from gl memory
if(m_textureId > 0)
glDeleteTextures(1, &m_textureId);
}
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uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int height)
{
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assert(!g_graphics.isDrawing());
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m_size.setSize(width, height);
// gets max texture size supported by the driver
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static GLint maxTexSize = -1;
if(maxTexSize == -1)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
// checks texture max size
if(width > maxTexSize || height > maxTexSize) {
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logError("loading texture with size ", width, "x", height, " failed, "
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"the maximum size allowed by the graphics card is ", maxTexSize, "x", maxTexSize, ",",
"to prevent crashes the texture will be displayed as a blank texture");
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return 0;
}
// generate gl texture
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
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std::vector<uchar> tmp;
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// old opengl drivers only accept power of two dimensions
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if(!g_graphics.isExtensionSupported("GL_ARB_texture_non_power_of_two") && pixels) {
int glWidth = 1;
while(glWidth < width)
glWidth = glWidth << 1;
int glHeight = 1;
while(glHeight < height)
glHeight = glHeight << 1;
if(m_size != m_glSize) {
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tmp.resize(glHeight*glWidth*channels, 0);
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if(pixels)
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for(int y=0; y<height; ++y)
for(int x=0; x<width; ++x)
for(int i=0; i<channels; ++i)
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tmp[y*glWidth*channels+x*channels+i] = pixels[y*width*channels+x*channels+i];
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pixels = &tmp[0];
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}
m_glSize.setSize(glWidth, glHeight);
} else
m_glSize = m_size;
// detect pixels GL format
GLenum format = 0;
switch(channels) {
case 4:
format = GL_RGBA;
break;
case 3:
format = GL_RGB;
break;
case 2:
format = GL_LUMINANCE_ALPHA;
break;
case 1:
format = GL_LUMINANCE;
break;
}
// load pixels into gl memory
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glTexImage2D(GL_TEXTURE_2D, 0, channels, m_glSize.width(), m_glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
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// disable texture border
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// nearest filtering (non smooth)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
return id;
}
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void Texture::enableBilinearFilter()
{
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// enable smooth texture
glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
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std::vector<uint8> Texture::getPixels()
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{
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// copy pixels from opengl memory
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std::vector<uint8> pixels(m_glSize.area()*4, 0);
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
// convert pixels to the real texture size
if(m_size != m_glSize)
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for(int y=0; y<m_size.height(); ++y)
for(int x=0; x<m_size.width(); ++x)
for(int i=0; i<4; ++i)
pixels[y*m_size.width()*4+x*4+i] = pixels[y*m_glSize.width()*4+x*4+i];
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return pixels;
}