Esempio n. 1
0
INLINE void OGL14RendererDevice::TextureRequestProcess() const
{
	for (u32 i = 0; i < arTexture.Size(); i++)
	{
		GLuint **texId = (GLuint **)arTextureName[i];
		ITexture *texture = arTexture[i];
		if (!(*texId))
		{
			GLint tex = 0;
			glGenTextures(1, (GLuint *)&tex);
			glBindTexture(GL_TEXTURE_2D, (GLuint)tex);
/*
			eTextureFilter min = texture->GetFilter(Seed::TextureFilterTypeMin);
			eTextureFilter mag = texture->GetFilter(Seed::TextureFilterTypeMag);

			if (min == Seed::TextureFilterLinear)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			else if (min == Seed::TextureFilterNearest)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

			if (mag == Seed::TextureFilterLinear)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			else if (mag == Seed::TextureFilterNearest)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
*/
			GLuint w = texture->GetAtlasWidthInPixel();
			GLuint h = texture->GetAtlasHeightInPixel();
			const void *data = texture->GetData();

			// if data == NULL then this can be a dynamic texture. we need just the texture id.
			if (data)
			{
				switch (texture->GetBytesPerPixel())
				{
					case 4:
						// OpenGL 1.2+ only GL_EXT_bgra
						glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, data);
					break;

					case 3:
						glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
					break;

					case 2:
						glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data);
					break;

					case 1:
						glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data);
					break;

					default:
					break;
				}
			}
			//glBindTexture(GL_TEXTURE_2D, 0);

			*texId = (GLuint *)tex;
			texture->Close(); // free ram
		}
	}

	arTexture.Truncate();
	arTextureName.Truncate();
}
Esempio n. 2
0
INLINE void OGLES1RendererDevice::TextureRequestProcess() const
{
	for (u32 i = 0; i < arTexture.Size(); i++)
	{
		ITexture *texture = arTexture[i];
		if (texture)
		{
			GLint tex = 0;
			glGenTextures(1, (GLuint *)&tex);
			glBindTexture(GL_TEXTURE_2D, (GLuint)tex);

			eTextureFilter min = texture->GetFilter(Seed::TextureFilterTypeMin);
			eTextureFilter mag = texture->GetFilter(Seed::TextureFilterTypeMag);

			if (min == Seed::TextureFilterLinear)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			else if (min == Seed::TextureFilterNearest)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

			if (mag == Seed::TextureFilterLinear)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			else if (mag == Seed::TextureFilterNearest)
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

			const void *data = texture->GetData();

			// if data == NULL then this can be a dynamic texture. we need just the texture id.
			if (data)
			{
				GLuint w = texture->GetAtlasWidthInPixel();
				GLuint h = texture->GetAtlasHeightInPixel();
				//BOOL compressed = texture->IsCompressed();
				u32 bpp = texture->GetBytesPerPixel();
				
				/*if (compressed)
				{
					GLuint bpp = 2;
					GLsizei size = w * h * bpp / 8;

					if (size < 32)
					{
						size = 32;
					}
					glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG, w, h, 0, size, data);
				}
				else*/
				{
					switch (bpp)
					{
						case 4:
							glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
						break;

						case 3:
							glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
						break;

						case 2:
							glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data);
						break;

						case 1:
							glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data);
						break;

						default:
						break;
					}
				}
			}
			//glBindTexture(GL_TEXTURE_2D, 0);

			texture->iTextureId = tex;
			texture->Close(); // free ram
		}
	}

	arTexture.Truncate();
}