2014-11-05 16:21:17 -05:00
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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2014-11-06 14:17:24 -05:00
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#include <sal/config.h>
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2014-11-07 12:33:15 +00:00
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#include <vcl/opengl/OpenGLHelper.hxx>
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2014-11-06 14:17:24 -05:00
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#include "vcl/salbtype.hxx"
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#include "opengl/texture.hxx"
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2014-11-05 16:21:17 -05:00
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OpenGLTexture::OpenGLTexture()
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: mnTexture( 0 )
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, mnWidth( -1 )
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, mnHeight( -1 )
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2014-11-06 14:17:24 -05:00
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, mnFilter( GL_NEAREST )
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2014-11-05 16:21:17 -05:00
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{
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}
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OpenGLTexture::OpenGLTexture( int nWidth, int nHeight )
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: mnTexture( 0 )
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, mnWidth( nWidth )
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, mnHeight( nHeight )
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, mnFilter( GL_NEAREST )
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{
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glGenTextures( 1, &mnTexture );
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glBindTexture( GL_TEXTURE_2D, mnTexture );
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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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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
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glBindTexture( GL_TEXTURE_2D, 0 );
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}
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2014-11-06 14:17:24 -05:00
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OpenGLTexture::OpenGLTexture( int nX, int nY, int nWidth, int nHeight )
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: mnTexture( 0 )
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, mnWidth( nWidth )
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, mnHeight( nHeight )
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, mnFilter( GL_NEAREST )
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{
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glGenTextures( 1, &mnTexture );
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glBindTexture( GL_TEXTURE_2D, mnTexture );
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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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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nX, nY, nWidth, nHeight, 0 );
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CHECK_GL_ERROR();
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2014-11-06 14:17:24 -05:00
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glBindTexture( GL_TEXTURE_2D, 0 );
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2014-11-07 12:33:15 +00:00
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CHECK_GL_ERROR();
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2014-11-06 14:17:24 -05:00
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}
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OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData )
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: mnTexture( 0 )
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, mnWidth( nWidth )
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, mnHeight( nHeight )
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, mnFilter( GL_NEAREST )
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{
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if( !mnTexture )
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glGenTextures( 1, &mnTexture );
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glBindTexture( GL_TEXTURE_2D, mnTexture );
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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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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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, mnWidth, mnHeight, 0, nFormat, nType, pData );
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glBindTexture( GL_TEXTURE_2D, 0 );
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}
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2014-11-05 16:21:17 -05:00
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OpenGLTexture::~OpenGLTexture()
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{
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if( mnTexture != 0 )
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glDeleteTextures( 1, &mnTexture );
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}
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GLuint OpenGLTexture::Id() const
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{
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return mnTexture;
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}
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2014-11-06 14:17:24 -05:00
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GLenum OpenGLTexture::GetFilter() const
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{
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return mnFilter;
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}
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void OpenGLTexture::SetFilter( GLenum nFilter )
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{
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mnFilter = nFilter;
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if( mnTexture )
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{
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nFilter );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nFilter );
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}
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}
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2014-11-05 16:21:17 -05:00
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void OpenGLTexture::Bind()
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{
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glBindTexture( GL_TEXTURE_2D, mnTexture );
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}
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void OpenGLTexture::Unbind()
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{
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glBindTexture( GL_TEXTURE_2D, 0 );
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}
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bool OpenGLTexture::Draw()
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{
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const GLfloat aPosition[8] = { -1, -1, -1, 1, 1, 1, 1, -1 };
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const GLfloat aTexCoord[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
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if( mnTexture == 0 )
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return false;
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glBindTexture( GL_TEXTURE_2D, mnTexture );
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glEnableVertexAttribArray( 0 );
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glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 0, aPosition );
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glEnableVertexAttribArray( 1 );
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glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 0, aTexCoord );
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glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
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glDisableVertexAttribArray( 0 );
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glDisableVertexAttribArray( 1 );
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glBindTexture( GL_TEXTURE_2D, 0 );
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return true;
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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