/* * 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" #include "image.h" Texture::Texture() { m_textureId = 0; } Texture::Texture(const ImagePtr& image) { internalLoadGLTexture(image->getPixelData(), image->getBpp(), image->getWidth(), image->getHeight()); } Texture::Texture(int width, int height, int channels, uchar *pixels) { // generate opengl texture 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); // convert texture pixel data to power of two size, only required for OpenGL 1.5 or older Size glSize; std::vector tmp; if(!g_graphics.canUseNonPowerOfTwoTextures()) { int glWidth = 1; while(glWidth < width) glWidth = glWidth << 1; int glHeight = 1; while(glHeight < height) glHeight = glHeight << 1; if(m_size != glSize && pixels) { tmp.resize(glHeight*glWidth*channels, 0); for(int y=0; y g_graphics.getMaxTextureSize()) { logError("loading texture with size %dx%d failed, " "the maximum size allowed by the graphics card is %dx%d," "to prevent crashes the texture will be displayed as a blank texture", width, height, g_graphics.getMaxTextureSize(), g_graphics.getMaxTextureSize()); //TODO: make a workaround, could be bilinear scaling the texture return 0; } // generate gl texture GLuint id; glGenTextures(1, &id); assert(id != 0); m_textureId = id; bind(); // 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, glSize.width(), glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels); GLint texParam = GL_REPEAT; if(g_graphics.canUseClampToEdge()) texParam = GL_CLAMP_TO_EDGE; // disable texture borders by default glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texParam); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texParam); setupFilters(); return id; } void Texture::bind() { // must reset painter texture state g_painter->setTexture(this); glBindTexture(GL_TEXTURE_2D, m_textureId); } void Texture::generateMipmaps() { if(!generateHardwareMipmaps()) { // fallback to software mipmaps generation, this can be slow //FIXME: disabled because mipmaps size needs to be in base of 2, // and the current algorithmn does not support that //generateSoftwareMipmaps(getPixels()); logTraceError("non power of 2."); } } bool Texture::generateHardwareMipmaps() { if(!g_graphics.canUseHardwareMipmaps()) return false; bind(); if(!m_hasMipmaps) { m_hasMipmaps = true; setupFilters(); } glGenerateMipmap(GL_TEXTURE_2D); return true; } void Texture::setSmooth(bool smooth) { if(smooth && !g_graphics.canUseBilinearFiltering()) return; if(smooth == m_smooth) return; m_smooth = smooth; bind(); setupFilters(); } void Texture::generateSoftwareMipmaps(std::vector inPixels) { bind(); if(!m_hasMipmaps) { m_hasMipmaps = true; setupFilters(); } Size inSize = getSize(); Size outSize = inSize / 2; std::vector outPixels; int mipmap = 1; while(true) { outPixels.resize(outSize.area()*4); // 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); }