File: Wm5OpenGLTexture2D.cpp

package info (click to toggle)
libwildmagic 5.13-1
  • links: PTS, VCS
  • area: main
  • in suites: buster, jessie, jessie-kfreebsd, stretch
  • size: 89,572 kB
  • ctags: 26,264
  • sloc: cpp: 210,924; csh: 637; sh: 95; makefile: 36
file content (166 lines) | stat: -rw-r--r-- 6,039 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.2 (2013/07/13)

#include "Wm5GraphicsPCH.h"
#include "Wm5OpenGLTexture2D.h"
#include "Wm5OpenGLMapping.h"
using namespace Wm5;

//----------------------------------------------------------------------------
PdrTexture2D::PdrTexture2D (Renderer*, const Texture2D* texture)
    :
    mPreviousTexture(0)
{
    mInternalFormat = gOGLTextureInternalFormat[texture->GetFormat()];
    mFormat = gOGLTextureFormat[texture->GetFormat()];
    mType = gOGLTextureType[texture->GetFormat()];
    GLuint usage = gOGLBufferUsage[texture->GetUsage()];

    // Create pixel buffer objects to store the texture data.
    mNumLevels = texture->GetNumLevels();
    int level;
    for (level = 0; level < mNumLevels; ++level)
    {
        mNumLevelBytes[level] = texture->GetNumLevelBytes(level);

        glGenBuffers(1, &mBuffer[level]);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer[level]);
        glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, mNumLevelBytes[level], 0,
            usage);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);

        mDimension[0][level] = texture->GetDimension(0, level);
        mDimension[1][level] = texture->GetDimension(1, level);
        mLockedMemory[level] = 0;
        mWriteLock[level] = false;
    }
    for (/**/; level < Texture::MM_MAX_MIPMAP_LEVELS; ++level)
    {
        mBuffer[level] = 0;
        mNumLevelBytes[level] = 0;
        mDimension[0][level] = 0;
        mDimension[1][level] = 0;
        mLockedMemory[level] = 0;
        mWriteLock[level] = false;
    }

    // Create a texture structure.
    glGenTextures(1, &mTexture);
    GLuint previousBind = BindTexture(Shader::ST_2D, mTexture);

    // Create the mipmap level structures.  No image initialization occurs.
    mIsCompressed = texture->IsCompressed();
    if (mIsCompressed)
    {
        for (level = 0; level < mNumLevels; ++level)
        {
            glCompressedTexImage2D(GL_TEXTURE_2D, level, mInternalFormat,
                mDimension[0][level], mDimension[1][level], 0,
                mNumLevelBytes[level], 0);
        }
    }
    else
    {
        for (level = 0; level < mNumLevels; ++level)
        {
            glTexImage2D(GL_TEXTURE_2D, level, mInternalFormat,
                mDimension[0][level], mDimension[1][level], 0, mFormat,
                mType, 0);
        }
    }

    glBindTexture(GL_TEXTURE_2D, previousBind);

    for (level = 0; level < mNumLevels; ++level)
    {
        void* data = Lock(level, Buffer::BL_WRITE_ONLY);
        memcpy(data, texture->GetData(level),
            texture->GetNumLevelBytes(level));
        Unlock(level);
    }
}
//----------------------------------------------------------------------------
PdrTexture2D::~PdrTexture2D ()
{
    for (int level = 0; level < mNumLevels; ++level)
    {
        glDeleteBuffers(1, &mBuffer[level]);
    }
    glDeleteTextures(1, &mTexture);
}
//----------------------------------------------------------------------------
void PdrTexture2D::Enable (Renderer*,int textureUnit)
{
    glActiveTexture(GL_TEXTURE0 + textureUnit);
    mPreviousTexture = BindTexture(Shader::ST_2D, mTexture);
}
//----------------------------------------------------------------------------
void PdrTexture2D::Disable (Renderer*,int textureUnit)
{
    glActiveTexture(GL_TEXTURE0 + textureUnit);
    glBindTexture(GL_TEXTURE_2D, mPreviousTexture);
}
//----------------------------------------------------------------------------
void* PdrTexture2D::Lock (int level, Buffer::Locking mode)
{
    if (!mLockedMemory[level])
    {
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer[level]);
        mLockedMemory[level] = glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,
            gOGLBufferLocking[mode]);
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);

        mWriteLock[level] = (mode != Buffer::BL_READ_ONLY);
    }
    return mLockedMemory[level];
}
//----------------------------------------------------------------------------
void PdrTexture2D::Unlock (int level)
{
    if (mLockedMemory[level])
    {
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, mBuffer[level]);
        glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB);

        if (mWriteLock[level])
        {
            GLuint previousBind = BindTexture(Shader::ST_2D, mTexture);

            if (mIsCompressed)
            {
                glCompressedTexSubImage2D(GL_TEXTURE_2D, level, 0, 0,
                    mDimension[0][level], mDimension[1][level],
                    mInternalFormat, mNumLevelBytes[level], 0);
            }
            else
            {
                // TODO:  When creating a texture with only level 0 (not a
                // complete set of mipmaps), the following code generates a
                // GL_INVALID_OPERATION on an AMD Radeon HD 7970 (Catalyst
                // 13.4 and Catalyst 13.6 beta).  My analysis shows that it
                // should not.  So for now, just use glTexImage2D.  This
                // problem does not occur on my NVIDIA graphics cards.
                //
                //glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0,
                //    mDimension[0][level], mDimension[1][level], mFormat,
                //    mType, 0);

                glTexImage2D(GL_TEXTURE_2D, level, mInternalFormat,
                    mDimension[0][level], mDimension[1][level], 0, mFormat,
                    mType, 0);
            }

            glBindTexture(GL_TEXTURE_2D, previousBind);
            mWriteLock[level] = false;
        }

        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
        mLockedMemory[level] = 0;
    }
}
//----------------------------------------------------------------------------