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SFML/src/SFML/Graphics/Texture.cpp at master · anprogrammer/SFML · GitHub
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//
//////////////////////////////////////////////////////////
//
//
SFML - Simple and Fast Multimedia Library
//
Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
//
This software is provided 'as-is', without any express or implied warranty.
//
In no event will the authors be held liable for any damages arising from the use of this software.
//
//
Permission is granted to anyone to use this software for any purpose,
//
including commercial applications, and to alter it and redistribute it freely,
//
subject to the following restrictions:
//
//
1. The origin of this software must not be misrepresented;
//
you must not claim that you wrote the original software.
//
If you use this software in a product, an acknowledgment
//
in the product documentation would be appreciated but is not required.
//
//
2. Altered source versions must be plainly marked as such,
//
and must not be misrepresented as being the original software.
//
//
3. This notice may not be removed or altered from any source distribution.
//
//
//////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////
//
Headers
//
//////////////////////////////////////////////////////////
#
include
<
SFML/Graphics/Texture.hpp
>
#
include
<
SFML/Graphics/Image.hpp
>
#
include
<
SFML/Graphics/GLCheck.hpp
>
#
include
<
SFML/Graphics/TextureSaver.hpp
>
#
include
<
SFML/Window/Context.hpp
>
#
include
<
SFML/Window/Window.hpp
>
#
include
<
SFML/System/Mutex.hpp
>
#
include
<
SFML/System/Lock.hpp
>
#
include
<
SFML/System/Err.hpp
>
#
include
<
cassert
>
#
include
<
cstring
>
namespace
{
sf::Mutex idMutex;
sf::Mutex maximumSizeMutex;
//
Thread-safe unique identifier generator,
//
is used for states cache (see RenderTarget)
sf::Uint64
getUniqueId
()
{
sf::Lock
lock
(idMutex);
static
sf::Uint64 id =
1
;
//
start at 1, zero is "no texture"
return
id++;
}
}
namespace
sf
{
//
//////////////////////////////////////////////////////////
Texture::Texture
() :
m_size
(
0
,
0
),
m_actualSize
(
0
,
0
),
m_texture
(
0
),
m_isSmooth
(
false
),
m_sRgb
(
false
),
m_isRepeated
(
false
),
m_pixelsFlipped
(
false
),
m_fboAttachment
(
false
),
m_hasMipmap
(
false
),
m_cacheId
(getUniqueId())
{
}
//
//////////////////////////////////////////////////////////
Texture::Texture
(
const
Texture& copy) :
m_size
(
0
,
0
),
m_actualSize
(
0
,
0
),
m_texture
(
0
),
m_isSmooth
(copy.m_isSmooth),
m_sRgb
(copy.m_sRgb),
m_isRepeated
(copy.m_isRepeated),
m_pixelsFlipped
(
false
),
m_fboAttachment
(
false
),
m_hasMipmap
(
false
),
m_cacheId
(getUniqueId())
{
if
(copy.
m_texture
)
{
if
(
create
(copy.
getSize
().
x
, copy.
getSize
().
y
))
{
update
(copy);
//
Force an OpenGL flush, so that the texture will appear updated
//
in all contexts immediately (solves problems in multi-threaded apps)
glCheck
(
glFlush
());
}
else
{
err
() <<
"
Failed to copy texture, failed to create new texture
"
<< std::endl;
}
}
}
//
//////////////////////////////////////////////////////////
Texture::~Texture
()
{
//
Destroy the OpenGL texture
if
(m_texture)
{
TransientContextLock lock;
GLuint texture =
static_cast
<GLuint>(m_texture);
glCheck
(
glDeleteTextures
(
1
, &texture));
}
}
//
//////////////////////////////////////////////////////////
bool
Texture::create
(
unsigned
int
width,
unsigned
int
height)
{
//
Check if texture parameters are valid before creating it
if
((width ==
0
) || (height ==
0
))
{
err
() <<
"
Failed to create texture, invalid size (
"
<< width <<
"
x
"
<< height <<
"
)
"
<< std::endl;
return
false
;
}
//
Compute the internal texture dimensions depending on NPOT textures support
Vector2u
actualSize
(
getValidSize
(width),
getValidSize
(height));
//
Check the maximum texture size
unsigned
int
maxSize =
getMaximumSize
();
if
((actualSize.
x
> maxSize) || (actualSize.
y
> maxSize))
{
err
() <<
"
Failed to create texture, its internal size is too high
"
<<
"
(
"
<< actualSize.
x
<<
"
x
"
<< actualSize.
y
<<
"
,
"
<<
"
maximum is
"
<< maxSize <<
"
x
"
<< maxSize <<
"
)
"
<< std::endl;
return
false
;
}
//
All the validity checks passed, we can store the new texture settings
m_size.
x
= width;
m_size.
y
= height;
m_actualSize = actualSize;
m_pixelsFlipped =
false
;
m_fboAttachment =
false
;
TransientContextLock lock;
//
Create the OpenGL texture if it doesn't exist yet
if
(!m_texture)
{
GLuint texture;
glCheck
(
glGenTextures
(
1
, &texture));
m_texture =
static_cast
<
unsigned
int
>(texture);
}
//
Make sure that extensions are initialized
priv::ensureExtensionsInit
();
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
static
bool
textureEdgeClamp = GLEXT_texture_edge_clamp || GLEXT_EXT_texture_edge_clamp;
if
(!m_isRepeated && !textureEdgeClamp)
{
static
bool
warned =
false
;
if
(!warned)
{
err
() <<
"
OpenGL extension SGIS_texture_edge_clamp unavailable
"
<< std::endl;
err
() <<
"
Artifacts may occur along texture edges
"
<< std::endl;
err
() <<
"
Ensure that hardware acceleration is enabled if available
"
<< std::endl;
warned =
true
;
}
}
static
bool
textureSrgb = GLEXT_texture_sRGB;
if
(m_sRgb && !textureSrgb)
{
static
bool
warned =
false
;
if
(!warned)
{
#
ifndef
SFML_OPENGL_ES
err
() <<
"
OpenGL extension EXT_texture_sRGB unavailable
"
<< std::endl;
#
else
err
() <<
"
OpenGL ES extension EXT_sRGB unavailable
"
<< std::endl;
#
endif
err
() <<
"
Automatic sRGB to linear conversion disabled
"
<< std::endl;
warned =
true
;
}
m_sRgb =
false
;
}
//
Initialize the texture
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glTexImage2D
(
GL_TEXTURE_2D
,
0
, (m_sRgb ?
GLEXT_GL_SRGB8_ALPHA8
:
GL_RGBA
), m_actualSize.
x
, m_actualSize.
y
,
0
,
GL_RGBA
,
GL_UNSIGNED_BYTE
,
NULL
));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_S
, m_isRepeated ?
GL_REPEAT
: (textureEdgeClamp ?
GLEXT_GL_CLAMP_TO_EDGE
:
GLEXT_GL_CLAMP
)));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_T
, m_isRepeated ?
GL_REPEAT
: (textureEdgeClamp ?
GLEXT_GL_CLAMP_TO_EDGE
:
GLEXT_GL_CLAMP
)));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
m_cacheId =
getUniqueId
();
m_hasMipmap =
false
;
return
true
;
}
//
//////////////////////////////////////////////////////////
bool
Texture::loadFromFile
(
const
std::string& filename,
const
IntRect& area)
{
Image image;
return
image.
loadFromFile
(filename) &&
loadFromImage
(image, area);
}
//
//////////////////////////////////////////////////////////
bool
Texture::loadFromMemory
(
const
void
* data, std::
size_t
size,
const
IntRect& area)
{
Image image;
return
image.
loadFromMemory
(data, size) &&
loadFromImage
(image, area);
}
//
//////////////////////////////////////////////////////////
bool
Texture::loadFromStream
(InputStream& stream,
const
IntRect& area)
{
Image image;
return
image.
loadFromStream
(stream) &&
loadFromImage
(image, area);
}
//
//////////////////////////////////////////////////////////
bool
Texture::loadFromImage
(
const
Image& image,
const
IntRect& area)
{
//
Retrieve the image size
int
width =
static_cast
<
int
>(image.
getSize
().
x
);
int
height =
static_cast
<
int
>(image.
getSize
().
y
);
//
Load the entire image if the source area is either empty or contains the whole image
if
(area.
width
==
0
|| (area.
height
==
0
) ||
((area.
left
<=
0
) && (area.
top
<=
0
) && (area.
width
>= width) && (area.
height
>= height)))
{
//
Load the entire image
if
(
create
(image.
getSize
().
x
, image.
getSize
().
y
))
{
update
(image);
return
true
;
}
else
{
return
false
;
}
}
else
{
//
Load a sub-area of the image
//
Adjust the rectangle to the size of the image
IntRect rectangle = area;
if
(rectangle.
left
<
0
) rectangle.
left
=
0
;
if
(rectangle.
top
<
0
) rectangle.
top
=
0
;
if
(rectangle.
left
+ rectangle.
width
> width) rectangle.
width
= width - rectangle.
left
;
if
(rectangle.
top
+ rectangle.
height
> height) rectangle.
height
= height - rectangle.
top
;
//
Create the texture and upload the pixels
if
(
create
(rectangle.
width
, rectangle.
height
))
{
TransientContextLock lock;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
//
Copy the pixels to the texture, row by row
const
Uint8* pixels = image.
getPixelsPtr
() +
4
* (rectangle.
left
+ (width * rectangle.
top
));
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
for
(
int
i =
0
; i < rectangle.
height
; ++i)
{
glCheck
(
glTexSubImage2D
(
GL_TEXTURE_2D
,
0
,
0
, i, rectangle.
width
,
1
,
GL_RGBA
,
GL_UNSIGNED_BYTE
, pixels));
pixels +=
4
* width;
}
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
m_hasMipmap =
false
;
//
Force an OpenGL flush, so that the texture will appear updated
//
in all contexts immediately (solves problems in multi-threaded apps)
glCheck
(
glFlush
());
return
true
;
}
else
{
return
false
;
}
}
}
//
//////////////////////////////////////////////////////////
Vector2u
Texture::getSize
()
const
{
return
m_size;
}
//
//////////////////////////////////////////////////////////
Image
Texture::copyToImage
()
const
{
//
Easy case: empty texture
if
(!m_texture)
return
Image
();
TransientContextLock lock;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
//
Create an array of pixels
std::vector<Uint8>
pixels
(m_size.
x
* m_size.
y
*
4
);
#
ifdef
SFML_OPENGL_ES
//
OpenGL ES doesn't have the glGetTexImage function, the only way to read
//
from a texture is to bind it to a FBO and use glReadPixels
GLuint frameBuffer =
0
;
glCheck
(
GLEXT_glGenFramebuffers
(
1
, &frameBuffer));
if
(frameBuffer)
{
GLint previousFrameBuffer;
glCheck
(
glGetIntegerv
(
GLEXT_GL_FRAMEBUFFER_BINDING
, &previousFrameBuffer));
glCheck
(
GLEXT_glBindFramebuffer
(
GLEXT_GL_FRAMEBUFFER
, frameBuffer));
glCheck
(
GLEXT_glFramebufferTexture2D
(
GLEXT_GL_FRAMEBUFFER
,
GLEXT_GL_COLOR_ATTACHMENT0
,
GL_TEXTURE_2D
, m_texture,
0
));
glCheck
(
glReadPixels
(
0
,
0
, m_size.
x
, m_size.
y
,
GL_RGBA
,
GL_UNSIGNED_BYTE
, &pixels[
0
]));
glCheck
(
GLEXT_glDeleteFramebuffers
(
1
, &frameBuffer));
glCheck
(
GLEXT_glBindFramebuffer
(
GLEXT_GL_FRAMEBUFFER
, previousFrameBuffer));
}
#
else
if
((m_size == m_actualSize) && !m_pixelsFlipped)
{
//
Texture is not padded nor flipped, we can use a direct copy
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glGetTexImage
(
GL_TEXTURE_2D
,
0
,
GL_RGBA
,
GL_UNSIGNED_BYTE
, &pixels[
0
]));
}
else
{
//
Texture is either padded or flipped, we have to use a slower algorithm
//
All the pixels will first be copied to a temporary array
std::vector<Uint8>
allPixels
(m_actualSize.
x
* m_actualSize.
y
*
4
);
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glGetTexImage
(
GL_TEXTURE_2D
,
0
,
GL_RGBA
,
GL_UNSIGNED_BYTE
, &allPixels[
0
]));
//
Then we copy the useful pixels from the temporary array to the final one
const
Uint8* src = &allPixels[
0
];
Uint8* dst = &pixels[
0
];
int
srcPitch = m_actualSize.
x
*
4
;
int
dstPitch = m_size.
x
*
4
;
//
Handle the case where source pixels are flipped vertically
if
(m_pixelsFlipped)
{
src += srcPitch * (m_size.
y
-
1
);
srcPitch = -srcPitch;
}
for
(
unsigned
int
i =
0
; i < m_size.
y
; ++i)
{
std::memcpy
(dst, src, dstPitch);
src += srcPitch;
dst += dstPitch;
}
}
#
endif
//
SFML_OPENGL_ES
//
Create the image
Image image;
image.
create
(m_size.
x
, m_size.
y
, &pixels[
0
]);
return
image;
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Uint8* pixels)
{
//
Update the whole texture
update
(pixels, m_size.
x
, m_size.
y
,
0
,
0
);
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Uint8* pixels,
unsigned
int
width,
unsigned
int
height,
unsigned
int
x,
unsigned
int
y)
{
assert
(x + width <= m_size.
x
);
assert
(y + height <= m_size.
y
);
if
(pixels && m_texture)
{
TransientContextLock lock;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
//
Copy pixels from the given array to the texture
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glTexSubImage2D
(
GL_TEXTURE_2D
,
0
, x, y, width, height,
GL_RGBA
,
GL_UNSIGNED_BYTE
, pixels));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
m_hasMipmap =
false
;
m_pixelsFlipped =
false
;
m_cacheId =
getUniqueId
();
//
Force an OpenGL flush, so that the texture data will appear updated
//
in all contexts immediately (solves problems in multi-threaded apps)
glCheck
(
glFlush
());
}
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Texture& texture)
{
//
Update the whole texture
update
(texture,
0
,
0
);
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Texture& texture,
unsigned
int
x,
unsigned
int
y)
{
assert
(x + texture.
m_size
.
x
<= m_size.
x
);
assert
(y + texture.
m_size
.
y
<= m_size.
y
);
if
(!m_texture || !texture.
m_texture
)
return
;
#
ifndef
SFML_OPENGL_ES
{
TransientContextLock lock;
//
Make sure that extensions are initialized
priv::ensureExtensionsInit
();
}
if
(GLEXT_framebuffer_object && GLEXT_framebuffer_blit)
{
TransientContextLock lock;
//
Save the current bindings so we can restore them after we are done
GLint readFramebuffer =
0
;
GLint drawFramebuffer =
0
;
glCheck
(
glGetIntegerv
(
GLEXT_GL_READ_FRAMEBUFFER_BINDING
, &readFramebuffer));
glCheck
(
glGetIntegerv
(
GLEXT_GL_DRAW_FRAMEBUFFER_BINDING
, &drawFramebuffer));
//
Create the framebuffers
GLuint sourceFrameBuffer =
0
;
GLuint destFrameBuffer =
0
;
glCheck
(
GLEXT_glGenFramebuffers
(
1
, &sourceFrameBuffer));
glCheck
(
GLEXT_glGenFramebuffers
(
1
, &destFrameBuffer));
if
(!sourceFrameBuffer || !destFrameBuffer)
{
err
() <<
"
Cannot copy texture, failed to create a frame buffer object
"
<< std::endl;
return
;
}
//
Link the source texture to the source frame buffer
glCheck
(
GLEXT_glBindFramebuffer
(
GLEXT_GL_READ_FRAMEBUFFER
, sourceFrameBuffer));
glCheck
(
GLEXT_glFramebufferTexture2D
(
GLEXT_GL_READ_FRAMEBUFFER
,
GLEXT_GL_COLOR_ATTACHMENT0
,
GL_TEXTURE_2D
, texture.
m_texture
,
0
));
//
Link the destination texture to the destination frame buffer
glCheck
(
GLEXT_glBindFramebuffer
(
GLEXT_GL_DRAW_FRAMEBUFFER
, destFrameBuffer));
glCheck
(
GLEXT_glFramebufferTexture2D
(
GLEXT_GL_DRAW_FRAMEBUFFER
,
GLEXT_GL_COLOR_ATTACHMENT0
,
GL_TEXTURE_2D
, m_texture,
0
));
//
A final check, just to be sure...
GLenum sourceStatus;
glCheck
(sourceStatus =
GLEXT_glCheckFramebufferStatus
(
GLEXT_GL_READ_FRAMEBUFFER
));
GLenum destStatus;
glCheck
(destStatus =
GLEXT_glCheckFramebufferStatus
(
GLEXT_GL_DRAW_FRAMEBUFFER
));
if
((sourceStatus ==
GLEXT_GL_FRAMEBUFFER_COMPLETE
) && (destStatus ==
GLEXT_GL_FRAMEBUFFER_COMPLETE
))
{
//
Blit the texture contents from the source to the destination texture
glCheck
(
GLEXT_glBlitFramebuffer
(
0
, texture.
m_pixelsFlipped
? texture.
m_size
.
y
:
0
, texture.
m_size
.
x
, texture.
m_pixelsFlipped
?
0
: texture.
m_size
.
y
,
//
Source rectangle, flip y if source is flipped
x, y, x + texture.
m_size
.
x
, y + texture.
m_size
.
y
,
//
Destination rectangle
GL_COLOR_BUFFER_BIT
,
GL_NEAREST
));
}
else
{
err
() <<
"
Cannot copy texture, failed to link texture to frame buffer
"
<< std::endl;
}
//
Restore previously bound framebuffers
glCheck
(
GLEXT_glBindFramebuffer
(
GLEXT_GL_READ_FRAMEBUFFER
, readFramebuffer));
glCheck
(
GLEXT_glBindFramebuffer
(
GLEXT_GL_DRAW_FRAMEBUFFER
, drawFramebuffer));
//
Delete the framebuffers
glCheck
(
GLEXT_glDeleteFramebuffers
(
1
, &sourceFrameBuffer));
glCheck
(
GLEXT_glDeleteFramebuffers
(
1
, &destFrameBuffer));
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
//
Set the parameters of this texture
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
m_hasMipmap =
false
;
m_pixelsFlipped =
false
;
m_cacheId =
getUniqueId
();
//
Force an OpenGL flush, so that the texture data will appear updated
//
in all contexts immediately (solves problems in multi-threaded apps)
glCheck
(
glFlush
());
return
;
}
#
endif
//
SFML_OPENGL_ES
update
(texture.
copyToImage
(), x, y);
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Image& image)
{
//
Update the whole texture
update
(image.
getPixelsPtr
(), image.
getSize
().
x
, image.
getSize
().
y
,
0
,
0
);
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Image& image,
unsigned
int
x,
unsigned
int
y)
{
update
(image.
getPixelsPtr
(), image.
getSize
().
x
, image.
getSize
().
y
, x, y);
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Window& window)
{
update
(window,
0
,
0
);
}
//
//////////////////////////////////////////////////////////
void
Texture::update
(
const
Window& window,
unsigned
int
x,
unsigned
int
y)
{
assert
(x + window.
getSize
().
x
<= m_size.
x
);
assert
(y + window.
getSize
().
y
<= m_size.
y
);
if
(m_texture && window.
setActive
(
true
))
{
TransientContextLock lock;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
//
Copy pixels from the back-buffer to the texture
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glCopyTexSubImage2D
(
GL_TEXTURE_2D
,
0
, x, y,
0
,
0
, window.
getSize
().
x
, window.
getSize
().
y
));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
m_hasMipmap =
false
;
m_pixelsFlipped =
true
;
m_cacheId =
getUniqueId
();
//
Force an OpenGL flush, so that the texture will appear updated
//
in all contexts immediately (solves problems in multi-threaded apps)
glCheck
(
glFlush
());
}
}
//
//////////////////////////////////////////////////////////
void
Texture::setSmooth
(
bool
smooth)
{
if
(smooth != m_isSmooth)
{
m_isSmooth = smooth;
if
(m_texture)
{
TransientContextLock lock;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAG_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
if
(m_hasMipmap)
{
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR_MIPMAP_LINEAR
:
GL_NEAREST_MIPMAP_LINEAR
));
}
else
{
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
}
}
}
}
//
//////////////////////////////////////////////////////////
bool
Texture::isSmooth
()
const
{
return
m_isSmooth;
}
//
//////////////////////////////////////////////////////////
void
Texture::setSrgb
(
bool
sRgb
)
{
m_sRgb =
sRgb
;
}
//
//////////////////////////////////////////////////////////
bool
Texture::isSrgb
()
const
{
return
m_sRgb;
}
//
//////////////////////////////////////////////////////////
void
Texture::setRepeated
(
bool
repeated)
{
if
(repeated != m_isRepeated)
{
m_isRepeated = repeated;
if
(m_texture)
{
TransientContextLock lock;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
static
bool
textureEdgeClamp = GLEXT_texture_edge_clamp || GLEXT_EXT_texture_edge_clamp;
if
(!m_isRepeated && !textureEdgeClamp)
{
static
bool
warned =
false
;
if
(!warned)
{
err
() <<
"
OpenGL extension SGIS_texture_edge_clamp unavailable
"
<< std::endl;
err
() <<
"
Artifacts may occur along texture edges
"
<< std::endl;
err
() <<
"
Ensure that hardware acceleration is enabled if available
"
<< std::endl;
warned =
true
;
}
}
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_S
, m_isRepeated ?
GL_REPEAT
: (textureEdgeClamp ?
GLEXT_GL_CLAMP_TO_EDGE
:
GLEXT_GL_CLAMP
)));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_WRAP_T
, m_isRepeated ?
GL_REPEAT
: (textureEdgeClamp ?
GLEXT_GL_CLAMP_TO_EDGE
:
GLEXT_GL_CLAMP
)));
}
}
}
//
//////////////////////////////////////////////////////////
bool
Texture::isRepeated
()
const
{
return
m_isRepeated;
}
//
//////////////////////////////////////////////////////////
bool
Texture::generateMipmap
()
{
if
(!m_texture)
return
false
;
TransientContextLock lock;
//
Make sure that extensions are initialized
priv::ensureExtensionsInit
();
if
(!GLEXT_framebuffer_object)
return
false
;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
GLEXT_glGenerateMipmap
(
GL_TEXTURE_2D
));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR_MIPMAP_LINEAR
:
GL_NEAREST_MIPMAP_LINEAR
));
m_hasMipmap =
true
;
return
true
;
}
//
//////////////////////////////////////////////////////////
void
Texture::invalidateMipmap
()
{
if
(!m_hasMipmap)
return
;
TransientContextLock lock;
//
Make sure that the current texture binding will be preserved
priv::TextureSaver save;
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, m_texture));
glCheck
(
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MIN_FILTER
, m_isSmooth ?
GL_LINEAR
:
GL_NEAREST
));
m_hasMipmap =
false
;
}
//
//////////////////////////////////////////////////////////
void
Texture::bind
(
const
Texture* texture, CoordinateType coordinateType)
{
TransientContextLock lock;
if
(texture && texture->
m_texture
)
{
//
Bind the texture
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
, texture->
m_texture
));
//
Check if we need to define a special texture matrix
if
((coordinateType == Pixels) || texture->
m_pixelsFlipped
)
{
GLfloat matrix[
16
] = {
1
.
f
,
0
.
f
,
0
.
f
,
0
.
f
,
0
.
f
,
1
.
f
,
0
.
f
,
0
.
f
,
0
.
f
,
0
.
f
,
1
.
f
,
0
.
f
,
0
.
f
,
0
.
f
,
0
.
f
,
1
.
f
};
//
If non-normalized coordinates (= pixels) are requested, we need to
//
setup scale factors that convert the range [0 .. size] to [0 .. 1]
if
(coordinateType == Pixels)
{
matrix[
0
] =
1
.
f
/ texture->
m_actualSize
.
x
;
matrix[
5
] =
1
.
f
/ texture->
m_actualSize
.
y
;
}
//
If pixels are flipped we must invert the Y axis
if
(texture->
m_pixelsFlipped
)
{
matrix[
5
] = -matrix[
5
];
matrix[
13
] =
static_cast
<
float
>(texture->
m_size
.
y
) / texture->
m_actualSize
.
y
;
}
//
Load the matrix
glCheck
(
glMatrixMode
(
GL_TEXTURE
));
glCheck
(
glLoadMatrixf
(matrix));
//
Go back to model-view mode (sf::RenderTarget relies on it)
glCheck
(
glMatrixMode
(
GL_MODELVIEW
));
}
}
else
{
//
Bind no texture
glCheck
(
glBindTexture
(
GL_TEXTURE_2D
,
0
));
//
Reset the texture matrix
glCheck
(
glMatrixMode
(
GL_TEXTURE
));
glCheck
(
glLoadIdentity
());
//
Go back to model-view mode (sf::RenderTarget relies on it)
glCheck
(
glMatrixMode
(
GL_MODELVIEW
));
}
}
//
//////////////////////////////////////////////////////////
unsigned
int
Texture::getMaximumSize
()
{
Lock
lock
(maximumSizeMutex);
static
bool
checked =
false
;
static
GLint size =
0
;
if
(!checked)
{
checked =
true
;
TransientContextLock lock;
glCheck
(
glGetIntegerv
(
GL_MAX_TEXTURE_SIZE
, &size));
}
return
static_cast
<
unsigned
int
>(size);
}
//
//////////////////////////////////////////////////////////
Texture& Texture::
operator
=(
const
Texture& right)
{
Texture
temp
(right);
swap
(temp);
return
*
this
;
}
//
//////////////////////////////////////////////////////////
void
Texture::swap
(Texture& right)
{
std::swap
(m_size, right.
m_size
);
std::swap
(m_actualSize, right.
m_actualSize
);
std::swap
(m_texture, right.
m_texture
);
std::swap
(m_isSmooth, right.
m_isSmooth
);
std::swap
(m_sRgb, right.
m_sRgb
);
std::swap
(m_isRepeated, right.
m_isRepeated
);
std::swap
(m_pixelsFlipped, right.
m_pixelsFlipped
);
std::swap
(m_fboAttachment, right.
m_fboAttachment
);
std::swap
(m_hasMipmap, right.
m_hasMipmap
);
m_cacheId =
getUniqueId
();
right.
m_cacheId
=
getUniqueId
();
}
//
//////////////////////////////////////////////////////////
unsigned
int
Texture::getNativeHandle
()
const
{
return
m_texture;
}
//
//////////////////////////////////////////////////////////
unsigned
int
Texture::getValidSize
(
unsigned
int
size)
{
TransientContextLock lock;
//
Make sure that extensions are initialized
priv::ensureExtensionsInit
();
if
(GLEXT_texture_non_power_of_two)
{
//
If hardware supports NPOT textures, then just return the unmodified size
return
size;
}
else
{
//
If hardware doesn't support NPOT textures, we calculate the nearest power of two
unsigned
int
powerOfTwo =
1
;
while
(powerOfTwo < size)
powerOfTwo *=
2
;
return
powerOfTwo;
}
}
}
//
namespace sf
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