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102 lines
3.8 KiB
C++
102 lines
3.8 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2015 - ROLI Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found 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.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_OPENGLTEXTURE_H_INCLUDED
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#define JUCE_OPENGLTEXTURE_H_INCLUDED
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//==============================================================================
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/**
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Creates an openGL texture from an Image.
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*/
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class JUCE_API OpenGLTexture
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{
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public:
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OpenGLTexture();
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~OpenGLTexture();
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/** Creates a texture from the given image.
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Note that if the image's dimensions aren't a power-of-two, the texture may
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be created with a larger size.
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The image will be arranged so that its top-left corner is at texture
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coordinate (0, 1).
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*/
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void loadImage (const Image& image);
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/** Creates a texture from a raw array of pixels.
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If width and height are not powers-of-two, the texture will be created with a
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larger size, and only the subsection (0, 0, width, height) will be initialised.
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The data is sent directly to the OpenGL driver without being flipped vertically,
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so the first pixel will be mapped onto texture coordinate (0, 0).
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*/
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void loadARGB (const PixelARGB* pixels, int width, int height);
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/** Creates a texture from a raw array of pixels.
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This is like loadARGB, but will vertically flip the data so that the first
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pixel ends up at texture coordinate (0, 1), and if the width and height are
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not powers-of-two, it will compensate by using a larger texture size.
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*/
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void loadARGBFlipped (const PixelARGB* pixels, int width, int height);
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/** Creates an alpha-channel texture from an array of alpha values.
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If width and height are not powers-of-two, the texture will be created with a
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larger size, and only the subsection (0, 0, width, height) will be initialised.
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The data is sent directly to the OpenGL driver without being flipped vertically,
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so the first pixel will be mapped onto texture coordinate (0, 0).
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*/
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void loadAlpha (const uint8* pixels, int width, int height);
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/** Frees the texture, if there is one. */
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void release();
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/** Binds the texture to the currently active openGL context. */
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void bind() const;
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/** Unbinds the texture to the currently active openGL context. */
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void unbind() const;
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/** Returns the GL texture ID number. */
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GLuint getTextureID() const noexcept { return textureID; }
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int getWidth() const noexcept { return width; }
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int getHeight() const noexcept { return height; }
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/** Returns true if a texture can be created with the given size.
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Some systems may require that the sizes are powers-of-two.
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*/
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static bool isValidSize (int width, int height);
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private:
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GLuint textureID;
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int width, height;
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OpenGLContext* ownerContext;
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void create (int w, int h, const void*, GLenum, bool topLeft);
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLTexture)
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};
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#endif // JUCE_OPENGLTEXTURE_H_INCLUDED
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