#include "texture.h" #include "graphics.h" #include Texture::Texture() { m_textureId = 0; } Texture::Texture(int width, int height, int channels, uchar *pixels) { // generate opengl texture m_textureId = internalLoadGLTexture(pixels, channels, width, height); } Texture::~Texture() { assert(!g_graphics.isDrawing()); // free texture from gl memory if(m_textureId > 0) glDeleteTextures(1, &m_textureId); } uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int height) { assert(!g_graphics.isDrawing()); m_size.setSize(width, height); // gets max texture size supported by the driver static GLint maxTexSize = -1; if(maxTexSize == -1) glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); // checks texture max size if(width > maxTexSize || height > maxTexSize) { logError("ERROR: loading texture with size ", width, "x", height, " failed, " "the maximum size allowed by the graphics card is ", maxTexSize, "x", maxTexSize, ",", "to prevent crashes the texture will be displayed as a blank texture"); return 0; } // generate gl texture GLuint id; glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); std::vector tmp; // old opengl drivers only accept power of two dimensions 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) { tmp.resize(glHeight*glWidth*channels, 0); if(pixels) for(int y=0; y Texture::getPixels() { // copy pixels from opengl memory std::vector pixels(m_glSize.area()*4, 0); glBindTexture(GL_TEXTURE_2D, m_textureId); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]); // convert pixels to the real texture size if(m_size != m_glSize) for(int y=0; y