mirror of
https://github.com/juce-framework/JUCE.git
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178 lines
5.8 KiB
C++
178 lines
5.8 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library - "Jules' Utility Class Extensions"
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Copyright 2004-11 by Raw Material Software Ltd.
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------------------------------------------------------------------------------
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JUCE can be redistributed and/or modified under the terms of the GNU General
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Public License (Version 2), as published by the Free Software Foundation.
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A copy of the license is included in the JUCE distribution, or can be found
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online at www.gnu.org/licenses.
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.rawmaterialsoftware.com/juce for more information.
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==============================================================================
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*/
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OpenGLTexture::OpenGLTexture()
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: textureID (0), width (0), height (0)
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{
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}
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OpenGLTexture::~OpenGLTexture()
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{
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release();
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}
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bool OpenGLTexture::isValidSize (int width, int height)
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{
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return isPowerOfTwo (width) && isPowerOfTwo (height);
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}
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void OpenGLTexture::create (const int w, const int h, const void* pixels, GLenum type)
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{
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// Texture objects can only be created when the current thread has an active OpenGL
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// context. You'll need to make an OpenGLComponent active before calling this.
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jassert (OpenGLHelpers::isContextActive());
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jassert (isValidSize (w, h)); // Perhaps these dimensions must be a power-of-two?
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width = w;
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height = h;
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if (textureID == 0)
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{
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glGenTextures (1, &textureID);
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glBindTexture (GL_TEXTURE_2D, textureID);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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}
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else
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{
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glBindTexture (GL_TEXTURE_2D, textureID);
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}
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glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D (GL_TEXTURE_2D, 0, type == GL_ALPHA ? GL_ALPHA : GL_RGBA,
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w, h, 0, type, GL_UNSIGNED_BYTE, pixels);
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}
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template <class PixelType>
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struct Flipper
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{
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static void flip (HeapBlock<PixelARGB>& dataCopy, const uint8* srcData, const int lineStride,
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const int w, const int h, const int textureW, const int textureH)
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{
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dataCopy.malloc (textureW * textureH);
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for (int y = 0; y < h; ++y)
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{
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const PixelType* src = (const PixelType*) srcData;
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PixelARGB* const dst = (PixelARGB*) (dataCopy + textureW * (textureH - 1 - y));
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for (int x = 0; x < w; ++x)
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dst[x].set (src[x]);
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srcData += lineStride;
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}
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}
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};
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void OpenGLTexture::loadImage (const Image& image)
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{
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const int imageW = image.getWidth();
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const int imageH = image.getHeight();
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const int textureW = nextPowerOfTwo (imageW);
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const int textureH = nextPowerOfTwo (imageH);
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HeapBlock<PixelARGB> dataCopy;
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Image::BitmapData srcData (image, Image::BitmapData::readOnly);
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switch (srcData.pixelFormat)
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{
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case Image::ARGB: Flipper<PixelARGB> ::flip (dataCopy, srcData.data, srcData.lineStride, imageW, imageH, textureW, textureH); break;
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case Image::RGB: Flipper<PixelRGB> ::flip (dataCopy, srcData.data, srcData.lineStride, imageW, imageH, textureW, textureH); break;
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case Image::SingleChannel: Flipper<PixelAlpha>::flip (dataCopy, srcData.data, srcData.lineStride, imageW, imageH, textureW, textureH); break;
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default: break;
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}
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create (textureW, textureH, dataCopy, GL_BGRA_EXT);
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}
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void OpenGLTexture::loadARGB (const PixelARGB* pixels, const int w, const int h)
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{
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jassert (isValidSize (w, h));
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create (w, h, pixels, GL_BGRA_EXT);
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}
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void OpenGLTexture::loadAlpha (const uint8* pixels, int w, int h)
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{
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jassert (isValidSize (w, h));
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create (w, h, pixels, GL_ALPHA);
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}
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void OpenGLTexture::loadARGBFlipped (const PixelARGB* pixels, int w, int h)
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{
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const int textureW = nextPowerOfTwo (w);
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const int textureH = nextPowerOfTwo (h);
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HeapBlock<PixelARGB> flippedCopy;
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Flipper<PixelARGB>::flip (flippedCopy, (const uint8*) pixels, 4 * w, w, h, textureW, textureH);
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loadARGB (flippedCopy, textureW, textureH);
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}
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void OpenGLTexture::release()
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{
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if (textureID != 0)
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{
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glDeleteTextures (1, &textureID);
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textureID = 0;
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width = 0;
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height = 0;
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}
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}
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void OpenGLTexture::bind() const
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{
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glBindTexture (GL_TEXTURE_2D, textureID);
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}
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void OpenGLTexture::unbind() const
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{
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glBindTexture (GL_TEXTURE_2D, 0);
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}
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void OpenGLTexture::draw2D (float x1, float y1,
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float x2, float y2,
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float x3, float y3,
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float x4, float y4,
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const Colour& colour) const
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{
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bind();
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OpenGLHelpers::drawQuad2D (x1, y1, x2, y2, x3, y3, x4, y4, colour);
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unbind();
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}
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void OpenGLTexture::draw3D (float x1, float y1, float z1,
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float x2, float y2, float z2,
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float x3, float y3, float z3,
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float x4, float y4, float z4,
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const Colour& colour) const
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{
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bind();
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OpenGLHelpers::drawQuad3D (x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, colour);
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unbind();
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}
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