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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#include "Display/display_precomp.h"
#include "pixel_buffer_opengl_texture.h"
#include "Display/graphic_context_generic.h"
#include "API/GL/opengl_state.h"
#include "API/GL/opengl_wrap.h"
#include "gl_state_checker.h"
/////////////////////////////////////////////////////////////////////////////
// CL_PixelBuffer_OpenGL_Texture construction:
CL_PixelBuffer_OpenGL_Texture::CL_PixelBuffer_OpenGL_Texture(
int offset_x,
int offset_y,
int width,
int height,
CLuint handle,
CL_GraphicContext *gc)
: offset_x(offset_x), offset_y(offset_y), handle(handle), gc(gc), data(0)
{
CL_PixelBuffer_Generic::width = width;
CL_PixelBuffer_Generic::height = height;
format.set_depth(32);
format.set_red_mask (0x000000ff);
format.set_green_mask(0x0000ff00);
format.set_blue_mask (0x00ff0000);
format.set_alpha_mask(0xff000000);
format.enable_colorkey(false);
// todo: Use CL_TEXTURE_INTERNAL_FORMAT to use the native format of texture instead.
CL_OpenGLState state(gc);
state.set_active();
clEnable(CL_TEXTURE_2D);
clBindTexture(CL_TEXTURE_2D, handle);
CLint internal_format = 0;
clGetTexLevelParameteriv(CL_TEXTURE_2D, 0, CL_TEXTURE_WIDTH, &texture_width);
clGetTexLevelParameteriv(CL_TEXTURE_2D, 0, CL_TEXTURE_HEIGHT, &texture_height);
clGetTexLevelParameteriv(CL_TEXTURE_2D, 0, CL_TEXTURE_INTERNAL_FORMAT, &internal_format);
CLint align;
clGetIntegerv(CL_PACK_ALIGNMENT, &align);
pitch = (texture_width*4+align-1)/align;
pitch *= align;
}
CL_PixelBuffer_OpenGL_Texture::~CL_PixelBuffer_OpenGL_Texture()
{
delete[] data;
}
/////////////////////////////////////////////////////////////////////////////
// CL_PixelBuffer_OpenGL_Texture operations:
void *CL_PixelBuffer_OpenGL_Texture::get_data()
{
return data+offset_x*4+offset_y*pitch;
}
void CL_PixelBuffer_OpenGL_Texture::perform_lock()
{
data = new char[pitch*texture_height];
CL_OpenGLState state(gc);
state.set_active();
state.setup_2d();
clEnable(CL_TEXTURE_2D);
clBindTexture(CL_TEXTURE_2D, handle);
clGetTexImage(CL_TEXTURE_2D, 0, CL_RGBA, CL_UNSIGNED_BYTE, data);
}
void CL_PixelBuffer_OpenGL_Texture::perform_unlock()
{
CL_OpenGLState state(gc);
state.set_active();
state.setup_2d();
clEnable(CL_TEXTURE_2D);
clBindTexture(CL_TEXTURE_2D, handle);
clTexSubImage2D(
CL_TEXTURE_2D, // target
0, // level
CL_RGBA, // internalformat
texture_width, // width
texture_height, // height
0, // border
CL_RGBA, // format
CL_UNSIGNED_BYTE, // type
data); // texels
delete[] data;
data = 0;
}
/////////////////////////////////////////////////////////////////////////////
// CL_PixelBuffer_OpenGL_Texture Implementation:
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