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/* -*- 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 .
*/
#ifndef INCLUDED_VCL_INC_OPENGL_TEXTURE_H
#define INCLUDED_VCL_INC_OPENGL_TEXTURE_H
#include <GL/glew.h>
#include <vcl/dllapi.h>
#include <vcl/salgtype.hxx>
#include <rtl/ustring.hxx>
#include <tools/gen.hxx>
#include <functional>
#include <memory>
#include <vector>
class ImplOpenGLTexture
{
int mnRefCount;
public:
GLuint mnTexture;
int mnWidth;
int mnHeight;
GLenum mnFilter;
GLuint mnOptStencil;
std::unique_ptr<std::vector<int>> mpSlotReferences;
std::function<void(int)> mFunctSlotDeallocateCallback;
ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate );
ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData );
ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight );
~ImplOpenGLTexture();
bool InsertBuffer(int nX, int nY, int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData);
void IncreaseRefCount(int nSlotNumber);
void DecreaseRefCount(int nSlotNumber);
bool IsUnique()
{
return mnRefCount == 1;
}
bool InitializeSlotMechanism(int nInitialSlotSize);
void SetSlotDeallocateCallback(std::function<void(int)> aCallback)
{
mFunctSlotDeallocateCallback = aCallback;
}
void ResetSlotDeallocateCallback()
{
mFunctSlotDeallocateCallback = std::function<void(int)>();
}
GLuint AddStencil();
};
class VCL_DLLPUBLIC OpenGLTexture final
{
private:
// if the rect size doesn't match the mpImpl one, this instance
// is a sub-area from the real OpenGL texture
Rectangle maRect;
ImplOpenGLTexture* mpImpl;
int mnSlotNumber;
inline bool GetTextureRect(const SalTwoRect& rPosAry, bool bInverted, GLfloat& x1, GLfloat& x2, GLfloat& y1, GLfloat& y2) const;
inline bool IsValid() const
{
return (mpImpl && mpImpl->mnTexture != 0);
}
public:
OpenGLTexture();
OpenGLTexture(ImplOpenGLTexture* pImpl, Rectangle aRectangle, int nSlotNumber);
OpenGLTexture( int nWidth, int nHeight, bool bAllocate = true );
OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData );
OpenGLTexture( int nX, int nY, int nWidth, int nHeight );
OpenGLTexture( const OpenGLTexture& rTexture );
OpenGLTexture( const OpenGLTexture& rTexture, int nX, int nY, int nWidth, int nHeight );
~OpenGLTexture();
bool IsUnique() const;
GLuint Id() const;
int GetWidth() const;
int GetHeight() const;
void GetCoord( GLfloat* pCoord, const SalTwoRect& rPosAry, bool bInverted=false ) const;
void GetWholeCoord( GLfloat* pCoord ) const;
void Bind();
void Unbind();
void Read( GLenum nFormat, GLenum nType, sal_uInt8* pData );
GLuint AddStencil();
GLuint StencilId() const;
bool CopyData(int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData);
void SaveToFile(const OUString& rFileName);
GLenum GetFilter() const;
void SetFilter( GLenum nFilter );
operator bool() const;
OpenGLTexture& operator=( const OpenGLTexture& rTexture );
bool operator==( const OpenGLTexture& rTexture ) const;
bool operator!=( const OpenGLTexture& rTexture ) const;
template<GLenum type>
void FillCoords(std::vector<GLfloat>& aCoordVector, const SalTwoRect& rPosAry, bool bInverted) const;
};
template<> void OpenGLTexture::FillCoords<GL_TRIANGLES>(
std::vector<GLfloat>& aCoord, const SalTwoRect& rPosAry, bool bInverted)
const;
template<> void OpenGLTexture::FillCoords<GL_TRIANGLE_FAN>(
std::vector<GLfloat>& aCoord, const SalTwoRect& rPosAry, bool bInverted)
const;
#endif // INCLUDED_VCL_INC_OPENGL_TEXTURE_H
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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