ResInsight/Fwk/VizFwk/LibRender/cvfTexture2D_FF.cpp

267 lines
9.3 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfTexture2D_FF.h"
#include "cvfTextureImage.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfOglRc.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::Texture2D_FF
/// \ingroup Render
///
///
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Texture2D_FF::Texture2D_FF(TextureImage* image)
: m_image(image),
m_wrapMode(REPEAT),
m_minFilter(NEAREST_MIPMAP_LINEAR),
m_magFilter(LINEAR)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Texture2D_FF::~Texture2D_FF()
{
// Just release our reference
CVF_ASSERT(OglRc::isSafeToRelease(m_oglRcTexture.p()));
m_oglRcTexture = NULL;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Texture2D_FF::setImage(TextureImage* image)
{
CVF_ASSERT(image);
// Forget any existing OpenGL resource
CVF_ASSERT(OglRc::isSafeToRelease(m_oglRcTexture.p()));
m_oglRcTexture = NULL;
m_image = image;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TextureImage* Texture2D_FF::image()
{
return m_image.p();
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Texture2D_FF::setWrapMode(WrapMode wrapMode)
{
m_wrapMode = wrapMode;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Texture2D_FF::setMinFilter(Filter minFilter)
{
m_minFilter = minFilter;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Texture2D_FF::setMagFilter(Filter magFilter)
{
CVF_ASSERT(magFilter == NEAREST || magFilter == LINEAR);
m_magFilter = magFilter;
}
//--------------------------------------------------------------------------------------------------
/// Note: Default unpack alignment (GL_UNPACK_ALIGNMENT) is 4 and 4 byte values is preferred, thus
/// we should always use RGBA when having byte textures as GPUs are optimized to 32 bit values
//--------------------------------------------------------------------------------------------------
bool Texture2D_FF::setupTexture(OpenGLContext* oglContext)
{
CVF_ASSERT(oglContext);
CVF_ASSERT(OglRc::safeOglId(m_oglRcTexture.p()) == 0);
CVF_CLEAR_OGL_ERROR(oglContext);
m_oglRcTexture = oglContext->resourceManager()->createOglRcTexture(oglContext);
bind(oglContext);
CVF_CHECK_OGL(oglContext);
CVF_ASSERT(m_image.notNull());
GLsizei width = static_cast<GLsizei>(m_image->width());
GLsizei height = static_cast<GLsizei>(m_image->height());
CVF_ASSERT(height > 0 && width > 0);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_image->ptr());
// Note: gluBuild2DMipmaps will scale the image to the closest power of 2 dimension, which is required by the software renderer
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, GL_RGBA, GL_UNSIGNED_BYTE, m_image->ptr());
if (CVF_TEST_AND_REPORT_OPENGL_ERROR(oglContext, "Setup texture"))
{
deleteTexture(oglContext);
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Texture2D_FF::bind(OpenGLContext* /*oglContext*/) const
{
CVF_ASSERT(OglRc::safeOglId(m_oglRcTexture.p()) != 0);
glBindTexture(GL_TEXTURE_2D, m_oglRcTexture->oglId());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
bool Texture2D_FF::isBound(OpenGLContext* /*oglContext*/) const
{
GLint currentTextureBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &currentTextureBinding);
if (currentTextureBinding != 0)
{
if (static_cast<OglId>(currentTextureBinding) == OglRc::safeOglId(m_oglRcTexture.p()))
{
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Texture2D_FF::setupTextureParams(OpenGLContext* oglContext) const
{
CVF_ASSERT(oglContext);
CVF_ASSERT(isBound(oglContext));
cvfGLint oglWrap = GL_REPEAT;
switch (m_wrapMode)
{
case REPEAT: oglWrap = GL_REPEAT; break;
case CLAMP: oglWrap = GL_CLAMP; break;
}
cvfGLint oglMinFilter = filterTypeOpenGL(m_minFilter);
cvfGLint oglMagFilter = filterTypeOpenGL(m_magFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, oglWrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, oglWrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, oglMinFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, oglMagFilter);
CVF_CHECK_OGL(oglContext);
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Texture2D_FF::deleteTexture(OpenGLContext* oglContext)
{
CVF_ASSERT(oglContext);
if (m_oglRcTexture.notNull())
{
m_oglRcTexture->deleteResource(oglContext);
CVF_CHECK_OGL(oglContext);
CVF_ASSERT(OglRc::isSafeToRelease(m_oglRcTexture.p()));
m_oglRcTexture = NULL;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
OglId Texture2D_FF::textureOglId() const
{
return OglRc::safeOglId(m_oglRcTexture.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvfGLint Texture2D_FF::filterTypeOpenGL(Filter filter) const
{
switch (filter)
{
case NEAREST: return GL_NEAREST;
case LINEAR: return GL_LINEAR;
case NEAREST_MIPMAP_NEAREST: return GL_NEAREST_MIPMAP_NEAREST;
case NEAREST_MIPMAP_LINEAR: return GL_NEAREST_MIPMAP_LINEAR;
case LINEAR_MIPMAP_NEAREST: return GL_LINEAR_MIPMAP_NEAREST;
case LINEAR_MIPMAP_LINEAR: return GL_LINEAR_MIPMAP_LINEAR;
}
CVF_FAIL_MSG("Unhandled filter enum");
return GL_LINEAR;
}
} // namespace cvf