You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

127 lines
4.0 KiB

/* 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 <prerequisites.h>
#include <graphics/texture.h>
Texture::Texture(int width, int height, int channels, const uchar *pixels)
{
// generate opengl texture
m_textureId = internalLoadGLTexture(pixels, channels, width, height);
}
uint Texture::internalLoadGLTexture(const uchar *pixels, int channels, int width, int height)
{
// generate gl texture
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
// convert texture size to power of 2
int glWidth = 1;
while(glWidth < width)
glWidth = glWidth << 1;
int glHeight = 1;
while(glHeight < height)
glHeight = glHeight << 1;
m_size.setSize(width, height);
m_glSize.setSize(glWidth, glHeight);
uchar *out = NULL;
if(m_size != m_glSize) {
out = new uchar[glHeight*glWidth*channels];
memset(out, 0, glHeight*glWidth*channels);
if(pixels)
for(int y=0;y<height;++y)
for(int x=0;x<width;++x)
for(int i=0;i<channels;++i)
out[y*glWidth*channels+x*channels+i] = pixels[y*width*channels+x*channels+i];
}
// 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, channels, glWidth, glHeight, 0, format, GL_UNSIGNED_BYTE, out != NULL ? out : 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
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// free
if(out)
delete[] out;
return id;
}
Texture::~Texture()
{
if(m_textureId)
glDeleteTextures(1, &m_textureId);
}
void Texture::enableBilinearFilter()
{
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);
}
uchar *Texture::getPixels()
{
// copy pixels from opengl memory
uchar *pixels = new uchar[m_glSize.area()*4];
glBindTexture(GL_TEXTURE_2D, m_textureId);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// convert pixels to the real texture size
if(m_size != m_glSize)
for(int y=0;y<m_size.height();++y)
for(int x=0;x<m_size.width();++x)
for(int i=0;i<4;++i)
pixels[y*m_size.width()*4+x*4+i] = pixels[y*m_glSize.width()*4+x*4+i];
return pixels;
}