Beispiel #1
0
void Texture2D::init(int w, int h, TextureInternalFormat tf, TextureFormat f, PixelType t,
    const Parameters &params, const Buffer::Parameters &s, const Buffer &pixels)
{
    Texture::init(tf, params);

    this->w = w;
    this->h = h;

    pixels.bind(GL_PIXEL_UNPACK_BUFFER);

    if (isCompressed() && s.compressedSize() > 0) {
        glCompressedTexImage2D(textureTarget, 0, getTextureInternalFormat(internalFormat), w, h, 0, s.compressedSize(), pixels.data(0));
    } else {
        s.set();
        glTexImage2D(textureTarget, 0, getTextureInternalFormat(internalFormat), w, h, 0, getTextureFormat(f), getPixelType(t), pixels.data(0));
        s.unset();
    }
    pixels.unbind(GL_PIXEL_UNPACK_BUFFER);

    generateMipMap();

    if (FrameBuffer::getError() != 0) {
        throw exception();
    }
}
Beispiel #2
0
void Texture2DArray::setSubImage(int level, int x, int y, int l, int w, int h, int d, TextureFormat f, PixelType t, const Buffer::Parameters &s, const Buffer &pixels)
{
    bindToTextureUnit();
    pixels.bind(GL_PIXEL_UNPACK_BUFFER);
    s.set();
    glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, x, y, l, w, h, d, getTextureFormat(f), getPixelType(t), pixels.data(0));
    s.unset();
    pixels.unbind(GL_PIXEL_UNPACK_BUFFER);
    assert(FrameBuffer::getError() == GL_NO_ERROR);
}
Beispiel #3
0
void TextureCube::setSubImage(CubeFace cf, int level, int x, int y, int w, int h, TextureFormat f, PixelType t, const Buffer::Parameters &s, const Buffer &pixels)
{
    bindToTextureUnit();
    pixels.bind(GL_PIXEL_UNPACK_BUFFER);
    s.set();
    glTexSubImage2D(getCubeFace(cf), level, x, y, w, h, getTextureFormat(f), getPixelType(t), pixels.data(0));
    s.unset();
    pixels.unbind(GL_PIXEL_UNPACK_BUFFER);
    assert(FrameBuffer::getError() == GL_NO_ERROR);
}
void TextureRectangle::init(int w, int h, TextureInternalFormat tf, TextureFormat f, PixelType t,
    const Parameters &params, const Buffer::Parameters &s, const Buffer &pixels)
{
    Texture::init(tf, params);
    this->w = w;
    this->h = h;

    pixels.bind(GL_PIXEL_UNPACK_BUFFER);
    bool needToGenerateMipmaps = true;
    if (isCompressed() && s.compressedSize() > 0) {
        glCompressedTexImage2D(textureTarget, 0, getTextureInternalFormat(internalFormat), w, h, 0, s.compressedSize(), pixels.data(0));
    } else {
        s.set();
        glTexImage2D(textureTarget, 0, getTextureInternalFormat(internalFormat), w, h, 0, getTextureFormat(f), getPixelType(t), pixels.data(0));
        s.unset();

        GLsizei size = s.compressedSize(); // should work because size is retrieved from file descriptor.
        int pixelSize = getFormatSize(f, t);
        if (size > w * h * pixelSize) {
            // get the other levels from the same buffer
            int offset = w * h * pixelSize;
            int level = 0;
            int wl = w;
            int hl = h;
            while (wl % 2 == 0 && hl % 2 == 0 && size - offset >= (wl * hl / 4) * pixelSize) {
                level += 1;
                wl = wl / 2;
                hl = hl / 2;
                glTexImage2D(textureTarget, level, getTextureInternalFormat(internalFormat), wl, hl, 0, getTextureFormat(f), getPixelType(t), pixels.data(offset));
                offset += wl * hl * pixelSize;
                needToGenerateMipmaps = false;
            }
            this->params.lodMax(clamp(params.lodMax(), GLfloat(0.0f), GLfloat(level)));
        }
    }
    pixels.unbind(GL_PIXEL_UNPACK_BUFFER);

    if (needToGenerateMipmaps) {
        generateMipMap();
    }

    if (FrameBuffer::getError() != 0) {
        throw exception();
    }
}