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

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/* The MIT License
*
* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include <prerequisites.h>
#include <graphics/texture.h>
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Texture::Texture(int width, int height, int components, uchar *pixels)
{
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m_size.setSize(width, height);
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// generate opengl texture
glGenTextures(1, &m_textureId);
glBindTexture(GL_TEXTURE_2D, m_textureId);
GLenum format = 0;
switch(components) {
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;
}
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// load the pixels into opengl memory
glTexImage2D(GL_TEXTURE_2D, 0, components, width, 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
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
Texture::~Texture()
{
if(m_textureId)
glDeleteTextures(1, &m_textureId);
}
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void Texture::enableBilinearFilter()
{
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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uchar *Texture::getPixels()
{
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// copy pixels from opengl memory
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uchar *pixels = new uchar[m_size.area()*4];
glBindTexture(GL_TEXTURE_2D, m_textureId);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return pixels;
}
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