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fix gl bug, textures sizes must be a power of 2
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@@ -25,16 +25,45 @@
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#include <prerequisites.h>
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#include <graphics/texture.h>
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Texture::Texture(int width, int height, int components, uchar *pixels)
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Texture::Texture(int width, int height, int channels, const uchar *pixels)
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{
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m_size.setSize(width, height);
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// generate opengl texture
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glGenTextures(1, &m_textureId);
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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m_textureId = internalLoadGLTexture(pixels, channels, width, height);
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}
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uint Texture::internalLoadGLTexture(const uchar *pixels, int channels, int width, int height)
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{
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// generate gl texture
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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// convert texture size to power of 2
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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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m_size.setSize(width, height);
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m_glSize.setSize(glWidth, glHeight);
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uchar *out = NULL;
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if(m_size != m_glSize) {
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out = new uchar[glHeight*glWidth*channels];
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bzero(out, glHeight*glWidth*channels);
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if(pixels)
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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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out[y*glWidth*channels+x*channels+i] = pixels[y*width*channels+x*channels+i];
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}
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// detect pixels GL format
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GLenum format = 0;
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switch(components) {
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switch(channels) {
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case 4:
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format = GL_RGBA;
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break;
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@@ -49,8 +78,8 @@ Texture::Texture(int width, int height, int components, uchar *pixels)
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break;
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}
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// load the pixels into opengl memory
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glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, format, GL_UNSIGNED_BYTE, pixels);
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// load pixels into gl memory
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glTexImage2D(GL_TEXTURE_2D, 0, channels, glWidth, glHeight, 0, format, GL_UNSIGNED_BYTE, out != NULL ? out : 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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@@ -59,6 +88,11 @@ Texture::Texture(int width, int height, int components, uchar *pixels)
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// nearest filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// free
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if(out)
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delete[] out;
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return id;
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}
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Texture::~Texture()
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@@ -77,9 +111,16 @@ void Texture::enableBilinearFilter()
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uchar *Texture::getPixels()
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{
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// copy pixels from opengl memory
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uchar *pixels = new uchar[m_size.area()*4];
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uchar *pixels = new uchar[m_glSize.area()*4];
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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);
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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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return pixels;
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}
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