#include "Precomp.h" #include "Texture.h" #include Texture::Texture() { } Texture::~Texture() { // To do: move mTexture to a delete list as this might be called by a finalizer in a different thread } void Texture::Set2DImage(int width, int height) { mCubeTexture = false; mWidth = width; mHeight = height; } void Texture::SetCubeImage(int size) { mCubeTexture = true; mWidth = size; mHeight = size; } void Texture::SetPixels(const void* data) { mPixels[0].resize(mWidth * (size_t)mHeight); memcpy(mPixels[0].data(), data, sizeof(uint32_t) * mWidth * mHeight); } void Texture::SetCubePixels(CubeMapFace face, const void* data) { mPixels[(int)face].resize(mWidth * (size_t)mHeight); memcpy(mPixels[(int)face].data(), data, sizeof(uint32_t) * mWidth * mHeight); } void Texture::Invalidate() { if (mDepthRenderbuffer) glDeleteRenderbuffers(1, &mDepthRenderbuffer); if (mFramebuffer) glDeleteFramebuffers(1, &mFramebuffer); if (mFramebufferDepth) glDeleteFramebuffers(1, &mFramebufferDepth); if (mTexture) glDeleteTextures(1, &mTexture); mDepthRenderbuffer = 0; mFramebuffer = 0; mFramebufferDepth = 0; mTexture = 0; } GLuint Texture::GetTexture() { if (mTexture == 0) { GLint oldActiveTex = GL_TEXTURE0; glGetIntegerv(GL_ACTIVE_TEXTURE, &oldActiveTex); glActiveTexture(GL_TEXTURE0); glGenTextures(1, &mTexture); if (!IsCubeTexture()) { GLint oldBinding = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding); glBindTexture(GL_TEXTURE_2D, mTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[0].empty() ? mPixels[0].data() : nullptr); if (!mPixels[0].empty()) glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, oldBinding); } else { GLint oldBinding = 0; glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldBinding); glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[0].empty() ? mPixels[0].data() : nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[1].empty() ? mPixels[1].data() : nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[2].empty() ? mPixels[2].data() : nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[3].empty() ? mPixels[3].data() : nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[4].empty() ? mPixels[4].data() : nullptr); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, mWidth, mHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, !mPixels[5].empty() ? mPixels[5].data() : nullptr); if (!mPixels[0].empty()) glGenerateMipmap(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP, oldBinding); } glActiveTexture(oldActiveTex); } return mTexture; } GLuint Texture::GetFramebuffer(bool usedepthbuffer) { if (!usedepthbuffer) { if (mFramebuffer == 0) { GLuint texture = GetTexture(); glGenFramebuffers(1, &mFramebuffer); glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) throw std::runtime_error("glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE"); } return mFramebuffer; } else { if (mFramebuffer == mFramebufferDepth) { if (mDepthRenderbuffer == 0) { glGenRenderbuffers(1, &mDepthRenderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, mDepthRenderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mWidth, mHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); } GLuint texture = GetTexture(); glGenFramebuffers(1, &mFramebuffer); glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mDepthRenderbuffer); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) throw std::runtime_error("glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE"); } return mFramebufferDepth; } } ///////////////////////////////////////////////////////////////////////////// Texture* Texture_New() { return new Texture(); } void Texture_Delete(Texture* tex) { //delete tex; } void Texture_Set2DImage(Texture* handle, int width, int height) { handle->Set2DImage(width, height); } void Texture_SetCubeImage(Texture* handle, int size) { handle->SetCubeImage(size); }