Example #1
0
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const FString &name)
{
	int rh,rw;
	int texformat=TexFormat[gl_texture_format];
	bool deletebuffer=false;

	if (forcenocompression)
	{
		texformat = GL_RGBA8;
	}
	TranslatedTexture * glTex=GetTexID(translation);
	if (glTex->glTexID==0) glGenTextures(1,&glTex->glTexID);
	if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
	glBindTexture(GL_TEXTURE_2D, glTex->glTexID);
	FGLDebug::LabelObject(GL_TEXTURE, glTex->glTexID, name);
	lastbound[texunit] = glTex->glTexID;

	if (!buffer)
	{
		w=texwidth;
		h=abs(texheight);
		rw = GetTexDimension (w);
		rh = GetTexDimension (h);

		// The texture must at least be initialized if no data is present.
		glTex->mipmapped = false;
		buffer=(unsigned char *)calloc(4,rw * (rh+1));
		deletebuffer=true;
		//texheight=-h;	
	}
	else
	{
		rw = GetTexDimension (w);
		rh = GetTexDimension (h);

		if (rw < w || rh < h)
		{
			// The texture is larger than what the hardware can handle so scale it down.
			unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1));
			if (scaledbuffer)
			{
				Resize(rw, rh, buffer, scaledbuffer);
				deletebuffer=true;
				buffer=scaledbuffer;
			}
		}
	}
	glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);

	if (deletebuffer) free(buffer);

	if (mipmap && TexFilter[gl_texture_filter].mipmapping)
	{
		glGenerateMipmap(GL_TEXTURE_2D);
		glTex->mipmapped = true;
	}

	if (texunit != 0) glActiveTexture(GL_TEXTURE0);
	return glTex->glTexID;
}
Example #2
0
int FHardwareTexture::GetDepthBuffer()
{
	if (glDepthID == 0)
	{
		glGenRenderbuffers(1, &glDepthID);
		glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
			GetTexDimension(texwidth), GetTexDimension(texheight));
		glBindRenderbuffer(GL_RENDERBUFFER, 0);
	}
	return glDepthID;
}
Example #3
0
//===========================================================================
//
//	Loads the texture image into the hardware
//
// NOTE: For some strange reason I was unable to find the source buffer
// should be one line higher than the actual texture. I got extremely
// strange crashes deep inside the GL driver when I didn't do it!
//
//===========================================================================
void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned int & glTexID,int wrapparam, bool alphatexture, int texunit)
{
    int rh,rw;
    int texformat=TexFormat[gl_texture_format];
    bool deletebuffer=false;
    bool use_mipmapping = TexFilter[gl_texture_filter].mipmapping;

    if (alphatexture) texformat=GL_ALPHA8;
    else if (forcenocompression) texformat = GL_RGBA8;
    if (glTexID==0) glGenTextures(1,&glTexID);
    glBindTexture(GL_TEXTURE_2D, glTexID);
    lastbound[texunit]=glTexID;

    if (!buffer)
    {
        w=texwidth;
        h=abs(texheight);
        rw = GetTexDimension (w);
        rh = GetTexDimension (h);

        // The texture must at least be initialized if no data is present.
        mipmap=false;
        glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, false);
        buffer=(unsigned char *)calloc(4,rw * (rh+1));
        deletebuffer=true;
        //texheight=-h;
    }
    else
    {
        rw = GetTexDimension (w);
        rh = GetTexDimension (h);

        glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, (mipmap && use_mipmapping && !forcenofiltering));

        if (rw < w || rh < h)
        {
            // The texture is larger than what the hardware can handle so scale it down.
            unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1));
            if (scaledbuffer)
            {
                Resize(rw, rh, buffer, scaledbuffer);
                deletebuffer=true;
                buffer=scaledbuffer;
            }
        }
    }
    glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

    if (deletebuffer) free(buffer);

    // When using separate samplers the stuff below is not needed.
    // if (gl.flags & RFL_SAMPLER_OBJECTS) return;

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT);
    clampmode = wrapparam==GL_CLAMP? GLT_CLAMPX|GLT_CLAMPY : 0;

    if (forcenofiltering)
    {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
    }
    else
    {
        if (mipmap && use_mipmapping)
        {
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
            if (gl_texture_filter_anisotropic)
            {
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
            }
        }
        else
        {
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
        }
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
    }
}