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