/* * Copyright (c) 2010-2012 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. */ #include "texture.h" #include "graphics.h" #include "framebuffer.h" 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() { // free texture from gl memory if(m_textureId > 0) glDeleteTextures(1, &m_textureId); } uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int height) { m_size.resize(width, height); m_transformMatrix = { 1.0f/width, 0.0f, 0.0f, 1.0f/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("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"); //TODO: make a workaround, could be bilinear scaling the texture return 0; } // generate gl texture GLuint id; glGenTextures(1, &id); assert(id != 0); glBindTexture(GL_TEXTURE_2D, id); // 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 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels); // 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); setupFilters(); return id; } void Texture::generateMipmaps() { if(g_graphics.canGenerateHardwareMipmaps()) generateHardwareMipmaps(); else { // fallback to software mipmaps generation, this can be slow //FIXME: disable because mipmaps size needs to be in base of 2, // and the current algorithmn does not support that //generateSoftwareMipmaps(getPixels()); } } void Texture::generateHardwareMipmaps() { if(!g_graphics.canGenerateHardwareMipmaps()) return; bind(); if(!m_hasMipmaps) { m_hasMipmaps = true; setupFilters(); } glGenerateMipmap(GL_TEXTURE_2D); } void Texture::setSmooth(bool smooth) { if(smooth && !g_graphics.canUseBilinearFiltering()) return; if(smooth == m_smooth) return; m_smooth = smooth; bind(); setupFilters(); } std::vector Texture::getPixels() { std::vector pixels(m_size.area()*4, 0); #ifdef OPENGL_ES2 // hack to copy pixels from opengl memory in opengl es // NOTE: this can be slow, but its the only way to get pixels from a texture in OpenGL ES FrameBufferPtr fb(new FrameBuffer(m_size)); fb->bind(); g_painter.saveAndResetState(); g_painter.drawTexturedRect(Rect(0,0,m_size), shared_from_this()); glReadPixels(0, 0, m_size.width(), m_size.height(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]); g_painter.restoreSavedState(); fb->release(); #else // copy pixels from opengl memory glBindTexture(GL_TEXTURE_2D, m_textureId); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]); #endif return pixels; } void Texture::generateSoftwareMipmaps(std::vector inPixels) { bind(); if(!m_hasMipmaps) { m_hasMipmaps = true; setupFilters(); } Size inSize = getSize(); Size outSize = inSize / 2; std::vector outPixels(outSize.area()*4); dump << "yeah"; int mipmap = 1; while(true) { // this is a simple bilinear filtering algorithm, it combines every 4 pixels in one pixel for(int x=0;x 0) outPixel[i] = pixelsSum[i] / usedPixels; else outPixel[i] = 0; } outPixel[3] = pixelsSum[3]/4; } } glTexImage2D(GL_TEXTURE_2D, mipmap++, GL_RGBA, outSize.width(), outSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, &outPixels[0]); if(inSize.width() == 1 || inSize.height() == 1) break; inPixels = std::move(outPixels); inSize /= 2; outSize /= 2; } } void Texture::setupFilters() { GLint minFilter; GLint magFilter; if(m_smooth) { minFilter = m_hasMipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; magFilter = GL_LINEAR; } else { minFilter = m_hasMipmaps ? 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); }