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introduce matrix class and use it
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@@ -22,6 +22,7 @@
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#include "texture.h"
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#include "graphics.h"
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#include "framebuffer.h"
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Texture::Texture()
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{
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@@ -64,32 +65,6 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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std::vector<uint8> tmp;
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// old opengl drivers only accept power of two dimensions
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/*
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if(!g_painter.isExtensionSupported("GL_ARB_texture_non_power_of_two")) {
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int glWidth = 1;
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while(glWidth < width)
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glWidth = glWidth << 1;
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int glHeight = 1;
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while(glHeight < height)
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glHeight = glHeight << 1;
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if(m_size != m_glSize && pixels) {
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tmp.resize(glHeight*glWidth*channels, 0);
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for(int y=0; y<height; ++y)
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for(int x=0; x<width; ++x)
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for(int i=0; i<channels; ++i)
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tmp[y*glWidth*channels+x*channels+i] = pixels[y*width*channels+x*channels+i];
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pixels = &tmp[0];
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}
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m_glSize.resize(glWidth, glHeight);
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} else */
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m_glSize = m_size;
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// detect pixels GL format
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GLenum format = 0;
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switch(channels) {
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@@ -108,7 +83,7 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
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}
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// load pixels into gl memory
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_glSize.width(), m_glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
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// disable texture border
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -130,16 +105,12 @@ void Texture::enableBilinearFilter()
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std::vector<uint8> Texture::getPixels()
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{
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// copy pixels from opengl memory
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std::vector<uint8> pixels(m_glSize.area()*4, 0);
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
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// convert pixels to the real texture size
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if(m_size != m_glSize)
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for(int y=0; y<m_size.height(); ++y)
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for(int x=0; x<m_size.width(); ++x)
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for(int i=0; i<4; ++i)
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pixels[y*m_size.width()*4+x*4+i] = pixels[y*m_glSize.width()*4+x*4+i];
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// hack to copy pixels from opengl memory
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FrameBufferPtr fb(new FrameBuffer(m_size));
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std::vector<uint8> pixels(m_size.area()*4, 0);
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fb->bind();
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g_painter.drawTexturedRect(Rect(0,0,m_size), shared_from_this());
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glReadPixels(0, 0, m_size.width(), m_size.height(), GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]);
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fb->release();
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return pixels;
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}
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