allow use of mipmaps in framebuffers

master
Eduardo Bart 12 years ago
parent e8767d3971
commit 4276bd680d

@ -1 +1 @@
Subproject commit dd648e1431171bffe091b748744395780df7eba1
Subproject commit 9beb17daaeb170c127c39c5a5e4feb9d95ebed92

@ -83,6 +83,11 @@ void FrameBuffer::release()
g_graphics.setViewportSize(m_oldViewportSize);
}
void FrameBuffer::generateMipmaps()
{
m_texture->generateMipmaps();
}
void FrameBuffer::draw(const Rect& dest)
{
g_painter.drawTexturedRect(dest, m_texture);

@ -34,6 +34,7 @@ public:
void resize(const Size& size);
void bind(bool clear = true);
void release();
void generateMipmaps();
void draw(const Rect& dest);
void setClearColor(const Color& color) { m_clearColor = color; }

@ -89,29 +89,31 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// nearest filtering (non smooth)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
setupFilters();
return id;
}
void Texture::generateMipmaps()
{
bind();
if(!m_useMipmaps) {
m_useMipmaps = true;
setupFilters();
}
glGenerateMipmap(GL_TEXTURE_2D);
}
void Texture::setSmooth(bool smooth)
{
if(smooth == m_smooth)
return;
if(smooth) {
// 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);
} else {
// nearest filtering (non smooth)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
m_smooth = true;
m_smooth = smooth;
bind();
setupFilters();
}
std::vector<uint8> Texture::getPixels()
@ -125,3 +127,18 @@ std::vector<uint8> Texture::getPixels()
fb->release();
return pixels;
}
void Texture::setupFilters()
{
GLint minFilter;
GLint magFilter;
if(m_smooth) {
minFilter = m_useMipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
magFilter = GL_LINEAR;
} else {
minFilter = m_useMipmaps ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST;
magFilter = GL_NEAREST;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
}

@ -32,7 +32,10 @@ public:
Texture(int width, int height, int channels, uchar* pixels = NULL);
virtual ~Texture();
virtual void setSmooth(bool smooth);
void bind() { glBindTexture(GL_TEXTURE_2D, m_textureId); }
void generateMipmaps();
void setSmooth(bool smooth);
GLuint getId() { return m_textureId; }
std::vector<uint8> getPixels();
@ -44,10 +47,12 @@ public:
bool isEmpty() const { return m_textureId == 0; }
protected:
void setupFilters();
GLuint internalLoadGLTexture(uchar* pixels, int channels, int w, int h);
GLuint m_textureId;
Size m_size;
Boolean<false> m_useMipmaps;
Boolean<false> m_smooth;
};

Loading…
Cancel
Save