239 lines
7.3 KiB
C++
239 lines
7.3 KiB
C++
/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "texture.h"
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#include "graphics.h"
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#include "framebuffer.h"
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Texture::Texture()
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{
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m_textureId = 0;
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}
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Texture::Texture(int width, int height, int channels, uchar *pixels)
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{
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// generate opengl texture
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m_textureId = internalLoadGLTexture(pixels, channels, width, height);
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}
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Texture::~Texture()
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{
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// free texture from gl memory
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if(m_textureId > 0)
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glDeleteTextures(1, &m_textureId);
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}
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uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int height)
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{
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m_size.resize(width, height);
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m_transformMatrix = { 1.0f/width, 0.0f,
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0.0f, 1.0f/height };
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// gets max texture size supported by the driver
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static GLint maxTexSize = -1;
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if(maxTexSize == -1)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
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// checks texture max size
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if(width > maxTexSize || height > maxTexSize) {
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logError("loading texture with size ", width, "x", height, " failed, "
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"the maximum size allowed by the graphics card is ", maxTexSize, "x", maxTexSize, ",",
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"to prevent crashes the texture will be displayed as a blank texture");
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//TODO: make a workaround, could be bilinear scaling the texture
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return 0;
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}
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// generate gl texture
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GLuint id;
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glGenTextures(1, &id);
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assert(id != 0);
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glBindTexture(GL_TEXTURE_2D, id);
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// detect pixels GL format
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GLenum format = 0;
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switch(channels) {
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case 4:
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format = GL_RGBA;
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break;
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case 3:
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format = GL_RGB;
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break;
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case 2:
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format = GL_LUMINANCE_ALPHA;
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break;
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case 1:
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format = GL_LUMINANCE;
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break;
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}
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// load pixels into gl memory
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
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// disable texture border
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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setupFilters();
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return id;
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}
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void Texture::generateMipmaps()
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{
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if(g_graphics.canGenerateHardwareMipmaps())
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generateHardwareMipmaps();
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else {
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// fallback to software mipmaps generation, this can be slow
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//FIXME: disable because mipmaps size needs to be in base of 2,
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// and the current algorithmn does not support that
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//generateSoftwareMipmaps(getPixels());
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}
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}
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void Texture::generateHardwareMipmaps()
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{
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if(!g_graphics.canGenerateHardwareMipmaps())
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return;
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bind();
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if(!m_hasMipmaps) {
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m_hasMipmaps = true;
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setupFilters();
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}
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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void Texture::setSmooth(bool smooth)
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{
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if(smooth && !g_graphics.canUseBilinearFiltering())
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return;
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if(smooth == m_smooth)
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return;
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m_smooth = smooth;
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bind();
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setupFilters();
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}
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std::vector<uint8> Texture::getPixels()
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{
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std::vector<uint8> pixels(m_size.area()*4, 0);
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#ifdef OPENGL_ES2
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// hack to copy pixels from opengl memory in opengl es
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// NOTE: this can be slow, but its the only way to get pixels from a texture in OpenGL ES
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FrameBufferPtr fb(new FrameBuffer(m_size));
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fb->bind();
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fb->clear(Fw::alpha);
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g_painter.saveAndResetState();
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g_painter.drawTexturedRect(Rect(0,0,m_size), shared_from_this());
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glReadPixels(0, 0, m_size.width(), m_size.height(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
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g_painter.restoreSavedState();
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fb->release();
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#else
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// copy pixels from opengl memory
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
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#endif
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return pixels;
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}
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void Texture::generateSoftwareMipmaps(std::vector<uint8> inPixels)
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{
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bind();
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if(!m_hasMipmaps) {
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m_hasMipmaps = true;
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setupFilters();
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}
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Size inSize = getSize();
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Size outSize = inSize / 2;
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std::vector<uint8> outPixels(outSize.area()*4);
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int mipmap = 1;
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while(true) {
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// this is a simple bilinear filtering algorithm, it combines every 4 pixels in one pixel
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for(int x=0;x<outSize.width();++x) {
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for(int y=0;y<outSize.height();++y) {
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uint8 *inPixel[4];
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inPixel[0] = &inPixels[((y*2)*inSize.width() + (x*2))*4];
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inPixel[1] = &inPixels[((y*2)*inSize.width() + (x*2)+1)*4];
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inPixel[2] = &inPixels[((y*2+1)*inSize.width() + (x*2))*4];
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inPixel[3] = &inPixels[((y*2+1)*inSize.width() + (x*2)+1)*4];
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uint8 *outPixel = &outPixels[(y*outSize.width() + x)*4];
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int pixelsSum[4];
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for(int i=0;i<4;++i)
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pixelsSum[i] = 0;
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int usedPixels = 0;
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for(int j=0;j<4;++j) {
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// ignore colors of complete alpha pixels
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if(inPixel[j][3] < 16)
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continue;
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for(int i=0;i<4;++i)
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pixelsSum[i] += inPixel[j][i];
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usedPixels++;
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}
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// try to guess the alpha pixel more accurately
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for(int i=0;i<4;++i) {
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if(usedPixels > 0)
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outPixel[i] = pixelsSum[i] / usedPixels;
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else
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outPixel[i] = 0;
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}
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outPixel[3] = pixelsSum[3]/4;
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}
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}
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glTexImage2D(GL_TEXTURE_2D, mipmap++, GL_RGBA, outSize.width(), outSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, &outPixels[0]);
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if(inSize.width() == 1 || inSize.height() == 1)
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break;
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inPixels = std::move(outPixels);
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inSize /= 2;
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outSize /= 2;
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}
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}
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void Texture::setupFilters()
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{
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GLint minFilter;
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GLint magFilter;
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if(m_smooth) {
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minFilter = m_hasMipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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magFilter = GL_LINEAR;
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} else {
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minFilter = m_hasMipmaps ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST;
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magFilter = GL_NEAREST;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
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}
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