/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #include #include #include "vcl/salbtype.hxx" #include "opengl/texture.hxx" OpenGLTexture::OpenGLTexture() : mnTexture( 0 ) , mnWidth( -1 ) , mnHeight( -1 ) , mnFilter( GL_NEAREST ) { } OpenGLTexture::OpenGLTexture( int nWidth, int nHeight ) : mnTexture( 0 ) , mnWidth( nWidth ) , mnHeight( nHeight ) , mnFilter( GL_NEAREST ) { glGenTextures( 1, &mnTexture ); glBindTexture( GL_TEXTURE_2D, mnTexture ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); glBindTexture( GL_TEXTURE_2D, 0 ); } OpenGLTexture::OpenGLTexture( int nX, int nY, int nWidth, int nHeight ) : mnTexture( 0 ) , mnWidth( nWidth ) , mnHeight( nHeight ) , mnFilter( GL_NEAREST ) { glGenTextures( 1, &mnTexture ); glBindTexture( GL_TEXTURE_2D, mnTexture ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nX, nY, nWidth, nHeight, 0 ); CHECK_GL_ERROR(); glBindTexture( GL_TEXTURE_2D, 0 ); CHECK_GL_ERROR(); } OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData ) : mnTexture( 0 ) , mnWidth( nWidth ) , mnHeight( nHeight ) , mnFilter( GL_NEAREST ) { if( !mnTexture ) glGenTextures( 1, &mnTexture ); glBindTexture( GL_TEXTURE_2D, mnTexture ); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, mnWidth, mnHeight, 0, nFormat, nType, pData ); glBindTexture( GL_TEXTURE_2D, 0 ); } OpenGLTexture::~OpenGLTexture() { if( mnTexture != 0 ) glDeleteTextures( 1, &mnTexture ); } GLuint OpenGLTexture::Id() const { return mnTexture; } GLenum OpenGLTexture::GetFilter() const { return mnFilter; } void OpenGLTexture::SetFilter( GLenum nFilter ) { mnFilter = nFilter; if( mnTexture ) { glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nFilter ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nFilter ); } } void OpenGLTexture::Bind() { glBindTexture( GL_TEXTURE_2D, mnTexture ); } void OpenGLTexture::Unbind() { glBindTexture( GL_TEXTURE_2D, 0 ); } bool OpenGLTexture::Draw() { const GLfloat aPosition[8] = { -1, -1, -1, 1, 1, 1, 1, -1 }; const GLfloat aTexCoord[8] = { 0, 0, 0, 1, 1, 1, 1, 0 }; if( mnTexture == 0 ) return false; glBindTexture( GL_TEXTURE_2D, mnTexture ); glEnableVertexAttribArray( 0 ); glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 0, aPosition ); glEnableVertexAttribArray( 1 ); glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 0, aTexCoord ); glDrawArrays( GL_TRIANGLE_FAN, 0, 4 ); glDisableVertexAttribArray( 0 ); glDisableVertexAttribArray( 1 ); glBindTexture( GL_TEXTURE_2D, 0 ); return true; } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */