/* * 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); // 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); 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); // nearest filtering (non smooth) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); return id; } 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; } std::vector Texture::getPixels() { // hack to copy pixels from opengl memory FrameBufferPtr fb(new FrameBuffer(m_size)); std::vector pixels(m_size.area()*4, 0); fb->bind(); 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]); fb->release(); return pixels; }