/* 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. */ #include "texture.h" #include #include Texture::Texture(int width, int height, int components, unsigned char *pixels) { m_width = width; m_height = height; 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; } glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, format, GL_UNSIGNED_BYTE, pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 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 > 0) glDeleteTextures(1, &m_textureId); } void Texture::bind() { glBindTexture(GL_TEXTURE_2D, m_textureId); } void Texture::enableBilinearFilter() { bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } void Texture::copyFromScreen(int xoffset, int yoffset, int x, int y, int width, int height) { bind(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height); }