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libreoffice/vcl/opengl/texture.cxx

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