2011-08-14 04:09:11 +02:00
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#include "texture.h"
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2011-05-17 01:21:41 +02:00
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#include "graphics.h"
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2010-11-23 04:13:37 +01:00
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2011-08-14 04:09:11 +02:00
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#include <GL/gl.h>
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2011-05-17 01:21:41 +02:00
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Texture::Texture(int width, int height, int channels, uchar *pixels)
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2010-11-23 04:13:37 +01:00
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{
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2011-08-14 04:09:11 +02:00
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// generate opengl texture
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2011-05-16 20:30:05 +02:00
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m_textureId = internalLoadGLTexture(pixels, channels, width, height);
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}
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2011-05-17 01:21:41 +02:00
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uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int height)
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2011-05-16 20:30:05 +02:00
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{
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2011-08-15 16:06:15 +02:00
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m_size.setSize(width, height);
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// gets max texture size supported by the driver
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2011-08-14 04:09:11 +02:00
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static GLint maxTexSize = -1;
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if(maxTexSize == -1)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
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// checks texture max size
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if(width > maxTexSize || height > maxTexSize) {
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logError("ERROR: loading texture with size ", width, "x", height, " failed, "
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"the maximum size allowed by the graphics card is ", maxTexSize, "x", maxTexSize, ",",
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"to prevent crashes the texture will be displayed as a blank texture");
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2011-05-17 01:21:41 +02:00
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return 0;
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}
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2011-05-16 20:30:05 +02:00
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// generate gl texture
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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2011-05-17 01:21:41 +02:00
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bool mustFree = false;
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2011-08-14 04:09:11 +02:00
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// old opengl drivers only accept power of two dimensions
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2011-05-17 01:21:41 +02:00
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if(!g_graphics.isExtensionSupported("GL_ARB_texture_non_power_of_two") && pixels) {
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int glWidth = 1;
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while(glWidth < width)
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glWidth = glWidth << 1;
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int glHeight = 1;
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while(glHeight < height)
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glHeight = glHeight << 1;
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if(m_size != m_glSize) {
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uchar *tmp = new uchar[glHeight*glWidth*channels];
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memset(tmp, 0, glHeight*glWidth*channels);
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if(pixels)
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2011-08-14 04:09:11 +02:00
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for(int y=0; y<height; ++y)
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for(int x=0; x<width; ++x)
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for(int i=0; i<channels; ++i)
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2011-05-17 01:21:41 +02:00
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tmp[y*glWidth*channels+x*channels+i] = pixels[y*width*channels+x*channels+i];
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pixels = tmp;
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mustFree = true;
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}
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m_glSize.setSize(glWidth, glHeight);
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} else
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m_glSize = m_size;
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2010-11-23 04:13:37 +01:00
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2011-05-16 20:30:05 +02:00
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// detect pixels GL format
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GLenum format = 0;
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2011-05-16 20:30:05 +02:00
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switch(channels) {
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case 4:
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format = GL_RGBA;
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break;
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case 3:
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format = GL_RGB;
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break;
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case 2:
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format = GL_LUMINANCE_ALPHA;
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break;
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case 1:
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format = GL_LUMINANCE;
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break;
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}
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2011-05-16 20:30:05 +02:00
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// load pixels into gl memory
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2011-05-17 01:21:41 +02:00
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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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2010-11-23 04:13:37 +01:00
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2011-04-10 22:40:44 +02:00
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// disable texture border
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2010-11-23 04:13:37 +01:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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2011-08-14 04:09:11 +02:00
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// nearest filtering (non smooth)
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2010-11-23 04:13:37 +01:00
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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2011-05-16 20:30:05 +02:00
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2011-05-17 01:21:41 +02:00
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if(mustFree)
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delete[] pixels;
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2011-05-16 20:30:05 +02:00
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return id;
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2010-11-23 04:13:37 +01:00
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}
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Texture::~Texture()
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{
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2011-08-14 04:09:11 +02:00
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// free texture from gl memory
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2010-11-23 22:56:28 +01:00
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if(m_textureId)
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glDeleteTextures(1, &m_textureId);
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}
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2010-11-23 16:30:43 +01:00
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void Texture::enableBilinearFilter()
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{
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2011-08-14 04:09:11 +02:00
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// enable smooth texture
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2010-11-23 22:56:28 +01:00
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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2011-04-10 00:55:58 +02:00
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2011-08-14 04:09:11 +02:00
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uchar* Texture::getPixels()
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2011-04-10 00:55:58 +02:00
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{
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2011-04-10 22:40:44 +02:00
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// copy pixels from opengl memory
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2011-08-14 04:09:11 +02:00
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uchar* pixels = new uchar[m_glSize.area()*4];
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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);
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2011-05-16 20:30:05 +02:00
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// convert pixels to the real texture size
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if(m_size != m_glSize)
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2011-08-14 04:09:11 +02:00
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for(int y=0; y<m_size.height(); ++y)
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for(int x=0; x<m_size.width(); ++x)
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for(int i=0; i<4; ++i)
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2011-05-16 20:30:05 +02:00
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pixels[y*m_size.width()*4+x*4+i] = pixels[y*m_glSize.width()*4+x*4+i];
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2011-04-10 00:55:58 +02:00
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return pixels;
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}
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