void PGlTexture::setWrapMode(PGLTextureWrapModeEnum wrapModeS,
    PGLTextureWrapModeEnum wrapModeT)
{
    if (m_texture != 0)
    {
        if (m_wrapModeS != wrapModeS ||
            m_wrapModeT != wrapModeT)
        {
            if (isCubeMap())
            {
                if (wrapModeS != P_GLTEXTURE_WRAPMODE_CLAMP_TO_EDGE ||
                    wrapModeT != P_GLTEXTURE_WRAPMODE_CLAMP_TO_EDGE)
                {
                    PASSERTINFO(0, "Wrap mode must be clamp to edge when the texture is a cubemap.");
                    return;
                }
            }
            
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(m_target, m_texture);
            setWrapModeInternal(wrapModeS, wrapModeT);
            glBindTexture(m_target, 0);
        }
    }
        
    m_wrapModeS = wrapModeS;
    m_wrapModeT = wrapModeT;
}
Exemple #2
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void TPC::fixupCubeMap() {
	/* Do various fixups to the cube maps. This includes rotating and swapping a
	 * few sides around. This is done by the original games as well.
	 */

	if (!isCubeMap())
		return;

	for (size_t j = 0; j < getMipMapCount(); j++) {
		assert(getLayerCount() > 0);

		const size_t index0 = 0 * getMipMapCount() + j;
		assert(index0 < _mipMaps.size());

		const  int32 width  = _mipMaps[index0]->width;
		const  int32 height = _mipMaps[index0]->height;
		const uint32 size   = _mipMaps[index0]->size;

		for (size_t i = 1; i < getLayerCount(); i++) {
			const size_t index = i * getMipMapCount() + j;
			assert(index < _mipMaps.size());

			if ((width  != _mipMaps[index]->width ) ||
			    (height != _mipMaps[index]->height) ||
			    (size   != _mipMaps[index]->size  ))
				throw Common::Exception("Cube map layer dimensions mismatch");
		}
	}

	// Since we need to rotate the individual cube sides, we need to decompress them all
	decompress();

	// Rotate the cube sides so that they're all oriented correctly
	for (size_t i = 0; i < getLayerCount(); i++) {
		for (size_t j = 0; j < getMipMapCount(); j++) {
			const size_t index = i * getMipMapCount() + j;
			assert(index < _mipMaps.size());

			MipMap &mipMap = *_mipMaps[index];

			static const int rotation[6] = { 3, 1, 0, 2, 2, 0 };

			rotate90(mipMap.data, mipMap.width, mipMap.height, getBPP(_format), rotation[i]);
		}
	}

	// Swap the first two sides of the cube maps
	for (size_t j = 0; j < getMipMapCount(); j++) {
		const size_t index0 = 0 * getMipMapCount() + j;
		const size_t index1 = 1 * getMipMapCount() + j;
		assert((index0 < _mipMaps.size()) && (index1 < _mipMaps.size()));

		MipMap &mipMap0 = *_mipMaps[index0];
		MipMap &mipMap1 = *_mipMaps[index1];

		SWAP(mipMap0.data, mipMap1.data);
	}
}
Exemple #3
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void TPC::fixupCubeMap() {
	/* Do various fixups to the cube maps. This includes rotating and swapping a
	 * few sides around. This is done by the original games as well.
	 */

	if (!isCubeMap())
		return;

	// Since we need to rotate the individual cube sides, we need to decompress them all
	decompress();

	// Rotate the cube sides so that they're all oriented correctly
	for (size_t i = 0; i < getLayerCount(); i++) {
		for (size_t j = 0; j < getMipMapCount(); j++) {
			const size_t index = i * getMipMapCount() + j;
			assert(index < _mipMaps.size());

			MipMap &mipMap = *_mipMaps[index];

			static const int rotation[6] = { 3, 1, 0, 2, 2, 0 };

			rotate90(mipMap.data, mipMap.width, mipMap.height, getBPP(_format), rotation[i]);
		}
	}

	// Swap the first two sides of the cube maps
	for (size_t j = 0; j < getMipMapCount(); j++) {
		const size_t index0 = 0 * getMipMapCount() + j;
		const size_t index1 = 1 * getMipMapCount() + j;
			assert((index0 < _mipMaps.size()) && (index1 < _mipMaps.size()));

		MipMap &mipMap0 = *_mipMaps[index0];
		MipMap &mipMap1 = *_mipMaps[index1];

		assert((mipMap0.width == mipMap1.width) && (mipMap0.height == mipMap1.height));

		SWAP(mipMap0.data, mipMap1.data);
	}
}