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#include "ImageData.h"
#include "Texture.h"
using namespace LuaBind;
Texture::Texture(TextureSetting setting, ImageData* imgData)
: NativeClass<Texture>()
{
Init(setting, imgData);
// force not keep imgData
m_KeepPixelData = false;
}
Texture::Texture(LuaBind::VM* vm, TextureSetting setting, ImageData* imgData)
: NativeClass<Texture>(vm)
{
Init(setting, imgData);
// keep image data ?
if (m_KeepPixelData)
{
LuaBind::State state = vm->GetCurThread();
imgData->PushUserdata(state);
SetMemberRef(state, m_ImageData, -1);
state.Pop(1);
}
}
void Texture::Init(TextureSetting setting, ImageData* imgData)
{
m_Width = imgData->width;
m_Height = imgData->height;
m_Type = setting.type;
m_Format = setting.format;
m_WrapMode = setting.wrapMode;
m_FilterMode = setting.filterMode;
m_KeepPixelData = setting.keepImageData;
glGenTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, m_GPUID);
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
switch (m_WrapMode) {
case ETextureWrapMode::Clamp:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
break;
case ETextureWrapMode::Repeat:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case ETextureWrapMode::Mirror:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
break;
}
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
switch (m_FilterMode) {
case ETextureFilterMode::Linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case ETextureFilterMode::Nearest:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
GLint srcFormat = GL_RGB;
switch (imgData->format)
{
case PixelFormat_R: srcFormat = GL_RED; break;
case PixelFormat_RGB: srcFormat = GL_RGB; break;
case PixelFormat_RGBA: srcFormat = GL_RGBA; break;
default: Assert(false);
}
GLint srcType = GL_UNSIGNED_BYTE;
switch (imgData->type)
{
case PixelType_UNSIGNED_BYTE: srcType = GL_UNSIGNED_BYTE; break;
default: Assert(false);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imgData->width, imgData->height, 0, srcFormat, srcType, imgData->pixels);
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
}
Texture::Texture(TextureSetting setting, int w, int h)
: NativeClass<Texture>()
{
m_KeepPixelData = false;
m_Width = w;
m_Height = h;
m_Type = setting.type;
m_Format = setting.format;
m_WrapMode = setting.wrapMode;
m_FilterMode = setting.filterMode;
m_KeepPixelData = setting.keepImageData;
WipeGLError();
glGenTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, m_GPUID);
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
switch (m_WrapMode) {
case ETextureWrapMode::Clamp:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
break;
case ETextureWrapMode::Repeat:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case ETextureWrapMode::Mirror:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
break;
}
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
switch (m_FilterMode) {
case ETextureFilterMode::Linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case ETextureFilterMode::Nearest:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
GLenum internalFormat = GL_RGB;
if (m_Format == ETextureFormat::R8)
{
internalFormat = GL_RED;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture()
{
glDeleteTextures(1, &m_GPUID);
}
void Texture::UpdateSubImage(Internal::Rect rect, int format, int type, const void* data)
{
glBindTexture(GL_TEXTURE_2D, m_GPUID);
CheckGLError(
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
int alignment = 4;
if (m_Format == ETextureFormat::R8)
{
alignment = 1;
}
GLenum fmt = GL_RED;
switch (format)
{
case EPixelFormat::PixelFormat_BGR: fmt = GL_BGR; break;
case EPixelFormat::PixelFormat_BGRA:fmt = GL_BGRA; break;
case EPixelFormat::PixelFormat_R: fmt = GL_RED; break;
case EPixelFormat::PixelFormat_RG: fmt = GL_RG; break;
case EPixelFormat::PixelFormat_RGB: fmt = GL_RGB; break;
case EPixelFormat::PixelFormat_RGBA: fmt = GL_RGBA; break;
}
GLenum t = GL_UNSIGNED_BYTE;
switch (type)
{
case EPixelElementType::PixelType_UNSIGNED_BYTE: t = GL_UNSIGNED_BYTE; break;
case EPixelElementType::PixelType_UNSIGNED_INT: t = GL_UNSIGNED_INT; break;
case EPixelElementType::PixelType_BYTE: t = GL_BYTE; break;
case EPixelElementType::PixelType_INT: t = GL_INT; break;
case EPixelElementType::PixelType_FLOAT: t = GL_FLOAT; break;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x, rect.y, rect.width, rect.height, fmt, t, data);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
CheckGLError(
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
glBindTexture(GL_TEXTURE_2D, 0);
}
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