/* * Copyright (c) 2010-2011 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" 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); std::vector tmp; // old opengl drivers only accept power of two dimensions //if(!g_painter.isExtensionSupported("GL_ARB_texture_non_power_of_two")) { int glWidth = 1; while(glWidth < width) glWidth = glWidth << 1; int glHeight = 1; while(glHeight < height) glHeight = glHeight << 1; if(m_size != m_glSize && pixels) { tmp.resize(glHeight*glWidth*channels, 0); 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