コード例 #1
0
ファイル: COpenGL.cpp プロジェクト: GeoffreyPlitt/snes9x-sdl
void COpenGL::Render(SSurface Src)
{
	SSurface Dst;
	RECT dstRect;
	unsigned int newFilterScale;
	GLenum error;

	if(!initDone) return;

	//create a new draw surface if the filter scale changes
	//at least factor 2 so we can display unscaled hi-res images
	newFilterScale = max(2,max(GetFilterScale(GUI.ScaleHiRes),GetFilterScale(GUI.Scale)));
	if(newFilterScale!=filterScale) {
		ChangeDrawSurfaceSize(newFilterScale);
	}

	if(pboFunctionsLoaded) {
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, drawBuffer);
		Dst.Surface = (unsigned char *)glMapBuffer(GL_PIXEL_UNPACK_BUFFER,GL_WRITE_ONLY);
	} else {
		Dst.Surface = noPboBuffer;
	}
	Dst.Height = quadTextureSize;
	Dst.Width = quadTextureSize;
	Dst.Pitch = quadTextureSize * 2;

	RenderMethod (Src, Dst, &dstRect);
	if(!Settings.AutoDisplayMessages) {
		WinSetCustomDisplaySurface((void *)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
		S9xDisplayMessages ((uint16*)Dst.Surface, Dst.Pitch/2, dstRect.right-dstRect.left, dstRect.bottom-dstRect.top, GetFilterScale(CurrentScale));
	}

	if(pboFunctionsLoaded)
		glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);

	if(afterRenderHeight != dstRect.bottom || afterRenderWidth != dstRect.right) {
		afterRenderHeight = dstRect.bottom;
		afterRenderWidth = dstRect.right;

		ChangeRenderSize(0,0);
	}

	glBindTexture(GL_TEXTURE_2D,drawTexture);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, quadTextureSize);
	glTexSubImage2D (GL_TEXTURE_2D,0,0,0,dstRect.right-dstRect.left,dstRect.bottom-dstRect.top,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,pboFunctionsLoaded?0:noPboBuffer);

	if(pboFunctionsLoaded)
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

	if (shader_type != OGL_SHADER_NONE) {

		if(shader_type == OGL_SHADER_GLSL) {
			GLint location;

			float inputSize[2] = { (float)afterRenderWidth, (float)afterRenderHeight };
			RECT windowSize;
			GetClientRect(hWnd,&windowSize);
			float outputSize[2] = {(float)(GUI.Stretch?windowSize.right:afterRenderWidth),
								(float)(GUI.Stretch?windowSize.bottom:afterRenderHeight) };
			float textureSize[2] = { (float)quadTextureSize, (float)quadTextureSize };
			float frameCnt = (float)++frameCount;
			location = glGetUniformLocation (shaderProgram, "rubyInputSize");
			glUniform2fv (location, 1, inputSize);

			location = glGetUniformLocation (shaderProgram, "rubyOutputSize");
			glUniform2fv (location, 1, outputSize);

			location = glGetUniformLocation (shaderProgram, "rubyTextureSize");
			glUniform2fv (location, 1, textureSize);
		} else if(shader_type == OGL_SHADER_CG) {
			xySize inputSize = { (float)afterRenderWidth, (float)afterRenderHeight };
			RECT windowSize, displayRect;
			GetClientRect(hWnd,&windowSize);
			xySize xywindowSize = { (double)windowSize.right, (double)windowSize.bottom };
			//Get maximum rect respecting AR setting
			displayRect=CalculateDisplayRect(windowSize.right,windowSize.bottom,windowSize.right,windowSize.bottom);
			xySize viewportSize = { (double)(displayRect.right - displayRect.left),
				                    (double)(displayRect.bottom - displayRect.top) };
			xySize textureSize = { (double)quadTextureSize, (double)quadTextureSize };
			cgShader->Render(drawTexture, textureSize, inputSize, viewportSize, xywindowSize);
		}
    }

	if(GUI.BilinearFilter) {
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	} else {
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	}

	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
	glClear(GL_COLOR_BUFFER_BIT);
	glDrawArrays (GL_QUADS, 0, 4);

	glFlush();
	SwapBuffers(hDC);
}
コード例 #2
0
ファイル: SDL_render_gles2.c プロジェクト: AG-Dev/wesnoth_ios
static int
GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
                    const void *pixels, int pitch)
{
    GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
    Uint8 *blob = NULL;
    Uint8 *src;
    int srcPitch;
    int y;

    GLES2_ActivateRenderer(renderer);

    /* Bail out if we're supposed to update an empty rectangle */
    if (rect->w <= 0 || rect->h <= 0)
        return 0;

    /* Reformat the texture data into a tightly packed array */
    srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
    src = (Uint8 *)pixels;
    if (pitch != srcPitch)
    {
        blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
        if (!blob)
        {
            SDL_OutOfMemory();
            return -1;
        }
        src = blob;
        for (y = 0; y < rect->h; ++y)
        {
            SDL_memcpy(src, pixels, srcPitch);
            src += srcPitch;
            pixels = (Uint8 *)pixels + pitch;
        }
        src = blob;
    }

    /* Create a texture subimage with the supplied data */
    glGetError();
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(tdata->texture_type, tdata->texture);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexSubImage2D(tdata->texture_type,
                    0,
                    rect->x,
                    rect->y,
                    rect->w,
                    rect->h,
                    tdata->pixel_format,
                    tdata->pixel_type,
                    src);
    if (blob) {
        SDL_free(blob);
    }

    if (glGetError() != GL_NO_ERROR)
    {
        SDL_SetError("Failed to update texture");
        return -1;
    }
    return 0;
}
コード例 #3
0
void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
{
	rctf rect;

	if ((!g->width) || (!g->height))
		return;

	if (g->build_tex == 0) {
		GlyphCacheBLF *gc = font->glyph_cache;

		if (font->max_tex_size == -1)
			glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&font->max_tex_size);

		if (gc->cur_tex == -1) {
			blf_glyph_cache_texture(font, gc);
			gc->x_offs = gc->pad;
			gc->y_offs = 0;
		}

		if (gc->x_offs > (gc->p2_width - gc->max_glyph_width)) {
			gc->x_offs = gc->pad;
			gc->y_offs += gc->max_glyph_height;

			if (gc->y_offs > (gc->p2_height - gc->max_glyph_height)) {
				gc->y_offs = 0;
				blf_glyph_cache_texture(font, gc);
			}
		}

		g->tex = gc->textures[gc->cur_tex];
		g->xoff = gc->x_offs;
		g->yoff = gc->y_offs;

		/* prevent glTexSubImage2D from failing if the character
		 * asks for pixels out of bounds, this tends only to happen
		 * with very small sizes (5px high or less) */
		if (UNLIKELY((g->xoff + g->width)  > gc->p2_width)) {
			g->width  -= (g->xoff + g->width)  - gc->p2_width;
			BLI_assert(g->width > 0);
		}
		if (UNLIKELY((g->yoff + g->height) > gc->p2_height)) {
			g->height -= (g->yoff + g->height) - gc->p2_height;
			BLI_assert(g->height > 0);
		}


		glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
		glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
		glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

		glBindTexture(GL_TEXTURE_2D, g->tex);
		glTexSubImage2D(GL_TEXTURE_2D, 0, g->xoff, g->yoff, g->width, g->height, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap);
		glPopClientAttrib();

		g->uv[0][0] = ((float)g->xoff) / ((float)gc->p2_width);
		g->uv[0][1] = ((float)g->yoff) / ((float)gc->p2_height);
		g->uv[1][0] = ((float)(g->xoff + g->width)) / ((float)gc->p2_width);
		g->uv[1][1] = ((float)(g->yoff + g->height)) / ((float)gc->p2_height);

		/* update the x offset for the next glyph. */
		gc->x_offs += (int)(BLI_rctf_size_x(&g->box) + gc->pad);

		gc->rem_glyphs--;
		g->build_tex = 1;
	}

	blf_glyph_calc_rect(&rect, g, x, y);

	if (font->flags & BLF_CLIPPING) {
		/* intentionally check clipping without shadow offset */
		rctf rect_test = rect;
		BLI_rctf_translate(&rect_test, font->pos[0], font->pos[1]);

		if (!BLI_rctf_inside_rctf(&font->clip_rec, &rect_test)) {
			return;
		}
	}

	if (font->tex_bind_state != g->tex) {
		glBindTexture(GL_TEXTURE_2D, (font->tex_bind_state = g->tex));
	}

	if (font->flags & BLF_SHADOW) {
		rctf rect_ofs;
		blf_glyph_calc_rect(&rect_ofs, g, x + font->shadow_x, y + font->shadow_y);

		switch (font->shadow) {
			case 3:
				blf_texture3_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
				break;
			case 5:
				blf_texture5_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
				break;
			default:
				glColor4fv(font->shadow_col);
				blf_texture_draw(g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
				break;
		}

		glColor4fv(font->orig_col);
	}

	switch (font->blur) {
		case 3:
			blf_texture3_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
			break;
		case 5:
			blf_texture5_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
			break;
		default:
			blf_texture_draw(g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
			break;
	}

	return;
}
コード例 #4
0
bool Texture2D::SetData(unsigned level, int x, int y, int width, int height, const void* data)
{
    if (!object_ || !graphics_)
    {
        LOGERROR("No texture created, can not set data");
        return false;
    }
    
    if (!data)
    {
        LOGERROR("Null source for setting data");
        return false;
    }
    
    if (level >= levels_)
    {
        LOGERROR("Illegal mip level for setting data");
        return false;
    }
    
    if (graphics_->IsDeviceLost())
    {
        LOGWARNING("Texture data assignment while device is lost");
        dataPending_ = true;
        return true;
    }
    
    if (IsCompressed())
    {
        x &= ~3;
        y &= ~3;
    }
    
    int levelWidth = GetLevelWidth(level);
    int levelHeight = GetLevelHeight(level);
    if (x < 0 || x + width > levelWidth || y < 0 || y + height > levelHeight || width <= 0 || height <= 0)
    {
        LOGERROR("Illegal dimensions for setting data");
        return false;
    }
    
    bool wholeLevel = x == 0 && y == 0 && width == levelWidth && height == levelHeight;
    // Use Direct3D convention with the vertical coordinates ie. 0 is top
    y = levelHeight - (y + height);
    
    graphics_->SetTextureForUpdate(this);
    
    unsigned format = GetSRGB() ? GetSRGBFormat(format_) : format_;
    
    if (!IsCompressed())
    {
        if (wholeLevel)
            glTexImage2D(target_, level, format, width, height, 0, GetExternalFormat(format_), GetDataType(format_), data);
        else
            glTexSubImage2D(target_, level, x, y, width, height, GetExternalFormat(format_), GetDataType(format_), data);
    }
    else
    {
        if (wholeLevel)
            glCompressedTexImage2D(target_, level, format, width, height, 0, GetDataSize(width, height), data);
        else
            glCompressedTexSubImage2D(target_, level, x, y, width, height, format, GetDataSize(width, height), data);
    }
    
    graphics_->SetTexture(0, 0);
    return true;
}
コード例 #5
0
ファイル: pbo.c プロジェクト: chemecse/piglit
enum piglit_result
test_tex_image(void *null)
{
	bool pass = true;

	int break_pbo_cow, break_tex_cow; /* cow = copy on write */
	int use_unpack, use_pack;
	GLuint unpack_pb[1];
	GLuint pack_pb[1];
	GLenum pack = GL_PIXEL_PACK_BUFFER_ARB;
	GLenum unpack = GL_PIXEL_UNPACK_BUFFER_ARB;
	GLfloat t1[TEXTURE_SIZE];
	GLfloat t2[TEXTURE_SIZE];
	GLfloat *pbo_mem = NULL;
	int i, j;
	GLfloat green[3] = { 1.0, 1.0, 0.0 };
	GLfloat black[3] = { 0.0, 0.0, 0.0 };
	GLfloat buf[WINDOW_SIZE];
	GLfloat exp_tex[TEXTURE_SIZE];
	GLfloat exp_win[WINDOW_SIZE];
	GLfloat tolerance[4];

	piglit_compute_probe_tolerance(GL_RGB, tolerance);

	glBindBufferARB(unpack, 0);
	glBindBufferARB(pack, 0);

	glClearColor(0.0, 0.0, 0.0, 1.0);
	glClear(GL_COLOR_BUFFER_BIT);

	for (use_pack = 0; use_pack < 2; use_pack++) {
		for (use_unpack = 0; use_unpack < 2;
			  use_unpack++) {
			for (break_pbo_cow = 0; break_pbo_cow < use_unpack + 1;
				  break_pbo_cow++) {
				for (break_tex_cow = 0;
					  break_tex_cow < use_unpack + 1;
					  break_tex_cow++) {
					if (use_unpack) {
						glGenBuffersARB(1, unpack_pb);
						glBindBufferARB(unpack,
						   unpack_pb[0]);
						glBufferDataARB(unpack,
							TEXTURE_SIZE *
							sizeof(GLfloat),
							NULL, GL_STREAM_DRAW);
					}

					glTexParameteri(GL_TEXTURE_2D,
							GL_TEXTURE_MIN_FILTER,
							GL_NEAREST);
					glTexParameteri(GL_TEXTURE_2D,
							GL_TEXTURE_MAG_FILTER,
							GL_NEAREST);

					if (use_unpack) {
						pbo_mem = (GLfloat *)
							glMapBufferARB(unpack,
							GL_WRITE_ONLY);
					}
					else {
						pbo_mem = t1;
					}

					for (i = 0; i < TEXTURE_SIZE/3; i++) {
						pbo_mem[3 * i] = 1.0;
						pbo_mem[3 * i + 1] = 1.0;
						pbo_mem[3 * i + 2] = 0.0;
					}

					if (use_unpack) {
						glUnmapBufferARB(unpack);
						glTexImage2D(GL_TEXTURE_2D, 0,
							     GL_RGB, TEXSIZE,
							     TEXSIZE, 0,
							     GL_RGB, GL_FLOAT,
							     NULL);
						glBindBufferARB(unpack, 0);
					}
					else
						glTexImage2D(GL_TEXTURE_2D, 0,
							     GL_RGB, TEXSIZE,
							     TEXSIZE, 0,
							     GL_RGB, GL_FLOAT,
							     pbo_mem);

					if (use_unpack && break_pbo_cow) {
						glBindBufferARB(unpack,
							        unpack_pb[0]);
						pbo_mem = (GLfloat *)
							 glMapBufferARB(
							    unpack,
							    GL_WRITE_ONLY);
						for (i = 0; i < TEXTURE_SIZE; i++)
							pbo_mem[i] = 0.2;
						glUnmapBufferARB(unpack);
						glBindBufferARB(unpack, 0);
					}

					if (use_unpack && break_tex_cow) {
						GLfloat temp[3];
						for (i = 0; i < 3; i++)
							temp[i] = 0.8;
						glTexSubImage2D(GL_TEXTURE_2D,
								0, 0, 0, 1, 1,
								GL_RGB,
								GL_FLOAT,
								temp);
					}

					/* Check PBO's content */
					if (use_unpack) {
						glBindBufferARB(unpack,
							        unpack_pb[0]);
						pbo_mem = (GLfloat *)
							 glMapBuffer(unpack,
							 GL_READ_ONLY);
						if (break_pbo_cow) {
							for (i = 0; i < TEXTURE_SIZE; i++)
								if (fabsf(pbo_mem[i] - 0.2f) > tolerance[0]) {
									REPORT_FAILURE
										("PBO modified by someone else, "
										 "there must be something wrong");
									return PIGLIT_FAIL;
								}
						}
						glUnmapBufferARB(unpack);
						glBindBufferARB(unpack, 0);
					}


					/* Read texture back */
					if (use_pack) {
						glGenBuffersARB(1, pack_pb);
						glBindBufferARB(pack, pack_pb[0]);
						glBufferDataARB(pack,
								TEXTURE_SIZE *
								sizeof(GLfloat),
								NULL, GL_STREAM_DRAW);
						glGetTexImage(GL_TEXTURE_2D,
							      0, GL_RGB,
							      GL_FLOAT, NULL);
						pbo_mem = (GLfloat *)
							 glMapBufferARB(pack,
							 GL_READ_ONLY);
					}
					else {
						glGetTexImage(GL_TEXTURE_2D,
							      0, GL_RGB,
							      GL_FLOAT, t2);
						pbo_mem = t2;
					}

					/* Check texture image */
					for (i = 0; i < TEXTURE_SIZE/3; i++) {
						int idx = i * 3;
						if (i == 0 && break_tex_cow
						   && use_unpack) {
							exp_tex[idx + 0] = 0.8;
							exp_tex[idx + 1] = 0.8;
							exp_tex[idx + 2] = 0.8;
						}
						else {
							exp_tex[idx + 0] = 1.0;
							exp_tex[idx + 1] = 1.0;
							exp_tex[idx + 2] = 0.0;
						}
					}
					pass &= piglit_compare_images_color(0,
							0, TEXSIZE,
							TEXSIZE, 3,
							tolerance, exp_tex,
							pbo_mem);

					if (use_pack) {
						glUnmapBufferARB(pack);
						glBindBufferARB(pack, 0);
						glDeleteBuffersARB(1, pack_pb);
					}
					if (use_unpack) {
						glDeleteBuffersARB(1, unpack_pb);
					}

					glEnable(GL_TEXTURE_2D);
					glBegin(GL_POLYGON);
					glTexCoord2f(0, 0);
					glVertex2f(0, 0);
					glTexCoord2f(1, 0);
					glVertex2f(TEXSIZE, 0);
					glTexCoord2f(1, 1);
					glVertex2f(TEXSIZE, TEXSIZE);
					glTexCoord2f(0, 1);
					glVertex2f(0, TEXSIZE);
					glEnd();
					glDisable(GL_TEXTURE_2D);

					glReadPixels(0, 0, WINSIZE, WINSIZE,
						     GL_RGB, GL_FLOAT,
						     buf);

					for (j = 0; j < WINSIZE; j++) {
						for (i = 0; i < WINSIZE; i++) {
							int idx = (j * WINSIZE + i) * 3;
							if (i == 0 && j == 0
							    && break_tex_cow
							    && use_unpack) {
								exp_win[idx + 0] = 0.8;
								exp_win[idx + 1] = 0.8;
								exp_win[idx + 2] = 0.8;
							}
							else if (i < TEXSIZE && j < TEXSIZE) {
								exp_win[idx + 0] = green[0];
								exp_win[idx + 1] = green[1];
								exp_win[idx + 2] = green[2];
							}
							else {
								exp_win[idx + 0] = black[0];
								exp_win[idx + 1] = black[1];
								exp_win[idx + 2] = black[2];
							}
						}
					}
					pass &= piglit_compare_images_color(0,
							0, WINSIZE,
							WINSIZE, 3,
							tolerance, exp_win,
							buf);
				}
			}
		}
	}

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
コード例 #6
0
ファイル: VideoSource.cpp プロジェクト: Adhesion/grav
void VideoSource::draw()
{
    // to draw the border/text/common stuff, also calls animateValues
    RectangleBase::draw();

    // replicate the invisible -> don't draw thing here; above needs to be
    // called since it does the animation
    if ( borderColor.A < 0.01f )
        return;

    // set up our position
    glPushMatrix();

    // dumb hack here to prevent z-fighting on orbit
    glTranslatef( x, y, z + 0.05f );

    glRotatef( xAngle, 1.0, 0.0, 0.0 );
    glRotatef( yAngle, 0.0, 1.0, 0.0 );
    glRotatef( zAngle, 0.0, 0.0, 1.0 );

    //glDepthMask( GL_FALSE );
    //glEnable( GL_POLYGON_OFFSET_FILL );
    //glDepthRange ( 0.0, 0.9 );
    //glPolygonOffset( 1.0, 1.0 );

    float s = 1.0;
    float t = 1.0;
    // if the texture id hasn't been initialized yet, this must be the
    // first draw call
    init = (texid == 0);

    // allocate the buffer if it's the first time or if it's been resized
    if ( init || vwidth != videoSink->getImageWidth() ||
            vheight != videoSink->getImageHeight() )
    {
        resizeBuffer();
    }

    s = (float)vwidth/(float)tex_width;
    //if ( videoSink->getImageFormat() == VIDEO_FORMAT_YUV420 )
    //    t = (float)(3*vheight/2)/(float)tex_height;
    //else
    t = (float)vheight/(float)tex_height;

    // X & Y distances from center to edge
    float Xdist = aspect*scaleX/2;
    float Ydist = scaleY/2;

    glBindTexture( GL_TEXTURE_2D, texid );

    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
    glPixelStorei( GL_UNPACK_ROW_LENGTH, vwidth );

    // only do this texture stuff if rendering is enabled
    if ( enableRendering )
    {
        videoSink->lockImage();
        // only bother doing a texture push if there's a new frame
        if ( videoSink->haveNewFrameAvailable() )
        {
            if ( videoSink->getImageFormat() == VIDEO_FORMAT_RGB24 )
            {
                glTexSubImage2D( GL_TEXTURE_2D,
                                 0,
                                 0,
                                 0,
                                 vwidth,
                                 vheight,
                                 GL_RGB,
                                 GL_UNSIGNED_BYTE,
                                 videoSink->getImageData() );
            }

            // if we're doing yuv420, do the texture mapping for all 3 channels
            // so the shader can properly work its magic
            else if ( videoSink->getImageFormat() == VIDEO_FORMAT_YUV420 )
            {
                // experimental single-push method
                /*glTexSubImage2D( GL_TEXTURE_2D,
                                 0,
                                 0,
                                 0,
                                 vwidth,
                                 3*vheight/2,
                                 GL_LUMINANCE,
                                 GL_UNSIGNED_BYTE,
                                 videoSink->getImageData() );*/

                // 3 pushes separate
                glTexSubImage2D( GL_TEXTURE_2D,
                                 0,
                                 0,
                                 0,
                                 vwidth,
                                 vheight,
                                 GL_LUMINANCE,
                                 GL_UNSIGNED_BYTE,
                                 videoSink->getImageData() );

                // now map the U & V to the bottom chunk of the image
                // each is 1/4 of the size of the Y (half width, half height)
                glPixelStorei(GL_UNPACK_ROW_LENGTH, vwidth/2);

                glTexSubImage2D( GL_TEXTURE_2D,
                                 0,
                                 0,
                                 vheight,
                                 vwidth/2,
                                 vheight/2,
                                 GL_LUMINANCE,
                                 GL_UNSIGNED_BYTE,
                                 (GLubyte*)videoSink->getImageData() + (vwidth*vheight) );

                glTexSubImage2D( GL_TEXTURE_2D,
                                 0,
                                 vwidth/2,
                                 vheight,
                                 vwidth/2,
                                 vheight/2,
                                 GL_LUMINANCE,
                                 GL_UNSIGNED_BYTE,
                                 (GLubyte*)videoSink->getImageData() + 5*(vwidth*vheight)/4 );
            }
        }
        videoSink->unlockImage();
    }

    // draw video texture, regardless of whether we just pushed something
    // new or not
    if ( GLUtil::getInstance()->areShadersAvailable() )
    {
        glUseProgram( GLUtil::getInstance()->getYUV420Program() );
        glUniform1f( GLUtil::getInstance()->getYUV420xOffsetID(), s );
        glUniform1f( GLUtil::getInstance()->getYUV420yOffsetID(), t );
        if ( useAlpha )
        {
            glUniform1f( GLUtil::getInstance()->getYUV420alphaID(),
                         borderColor.A );
        }
    }

    // use alpha of border color for video if set
    if ( useAlpha )
    {
        glColor4f( 1.0f, 1.0f, 1.0f, borderColor.A );
        glEnable( GL_BLEND );
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
    }
    else
    {
        glColor3f( 1.0f, 1.0f, 1.0f );
    }

    glEnable( GL_TEXTURE_2D );
    glBegin( GL_QUADS );

    // now draw the actual quad that has the texture on it
    // size of the video in world space will be equivalent to getWidth x
    // getHeight, which is the same as (aspect*scaleX) x scaleY
    glTexCoord2f( 0.0, 0.0 );
    glVertex3f( -Xdist, -Ydist, 0.0 );

    glTexCoord2f( 0.0, t );
    glVertex3f( -Xdist, Ydist, 0.0 );

    glTexCoord2f( s, t );
    glVertex3f( Xdist, Ydist, 0.0 );

    glTexCoord2f( s, 0.0 );
    glVertex3f( Xdist, -Ydist, 0.0 );

    glEnd();

    glDisable( GL_TEXTURE_2D );

    if ( GLUtil::getInstance()->areShadersAvailable() )
        glUseProgram( 0 );

    if ( vwidth == 0 || vheight == 0 )
    {
        glPushMatrix();
        glTranslatef( -(getWidth()*0.275f), getHeight()*0.3f, 0.0f );
        float scaleFactor = getTextScale();
        glScalef( scaleFactor, scaleFactor, scaleFactor );
        std::string waitingMessage( "Waiting for video..." );
        GLUtil::getInstance()->getMainFont()->Render( waitingMessage.c_str() );
        glPopMatrix();
    }

    // draw a basic X in the top-left corner for signifying that rendering is
    // disabled, differentiating between muting and just having the texture
    // push disabled via the color
    if ( !enableRendering )
    {
        float dist = getHeight() * 0.15f;

        glBegin( GL_LINES );
        glLineWidth( 3.0f );

        glColor4f( secondaryColor.R, secondaryColor.G, secondaryColor.B,
                   secondaryColor.A );

        glVertex3f( -Xdist, Ydist - dist, 0.0f );
        glVertex3f( -Xdist + dist, Ydist, 0.0f );

        glVertex3f( -Xdist, Ydist, 0.0f );
        glVertex3f( -Xdist + dist, Ydist - dist, 0.0f );

        glEnd();
    }

    if ( altAddress.compare( "" ) != 0 )
    {
        float scaleFactor = getTextScale() * 1.25f;
        float offset = getHeight() * 0.01f;

        glPushMatrix();

        glTranslatef( -Xdist + offset, -Ydist + offset, 0.0f );
        glScalef( scaleFactor, scaleFactor, scaleFactor );
        glColor4f( 0.55f, 0.55f, 0.95f, borderColor.A + 0.1f );

        std::string plus = "+HD";
        GLUtil::getInstance()->getMainFont()->Render( plus.c_str() );

        glPopMatrix();

        /*glBegin( GL_QUADS );
        float dist = getHeight() * 0.15f;

        glColor4f( 0.4f, 0.4f, 0.8f, borderColor.A - 0.3f );

        glVertex3f( Xdist - dist, -Ydist + ( dist / 3.0f ), 0.0f );
        glVertex3f( Xdist - dist, -Ydist + ( 2.0f * dist / 3.0f ), 0.0f );
        glVertex3f( Xdist, -Ydist + ( 2.0f * dist / 3.0f ), 0.0f );
        glVertex3f( Xdist, -Ydist + ( dist / 3.0f ), 0.0f );

        glVertex3f( Xdist - ( 2.0f * dist / 3.0f ), -Ydist, 0.0f );
        glVertex3f( Xdist - ( 2.0f * dist / 3.0f ), -Ydist + dist, 0.0f );
        glVertex3f( Xdist - ( dist / 3.0f ), -Ydist + dist, 0.0f );
        glVertex3f( Xdist - ( dist / 3.0f ), -Ydist, 0.0f );

        glEnd();*/
    }

    // see above
    if ( useAlpha )
    {
        glDisable( GL_BLEND );
    }

    glPopMatrix();

    //glDisable( GL_POLYGON_OFFSET_FILL );
}
コード例 #7
0
		void display()
		{
			// clear screen
			glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

			glLoadIdentity();

			// use the browser texture
			glBindTexture( GL_TEXTURE_2D, mAppTexture );

			// needs to be updated?
			mMediaSource->update();
			if ( mMediaSource->isDirty() )
			{
				// grab the page
				const unsigned char* pixels = mMediaSource->getPixels();
				if ( pixels )
				{
					// write them into the texture
					glTexSubImage2D( GL_TEXTURE_2D, 0,
						0, 0,
							mMediaSource->getWidth(),
								mMediaSource->getHeight(),
										mMediaSource->getPixelFormat(),
											GL_UNSIGNED_BYTE,
												pixels );

					// acknowledge we saw media was dirty and updated
					mMediaSource->ackDirty();
				};
			};

			// scale the texture so that it fits the screen
			GLfloat texture_scale_x = ( GLfloat )mMediaSource->getWidth() / ( GLfloat )mAppTextureWidth;
			GLfloat texture_scale_y = ( GLfloat )mMediaSource->getHeight() / ( GLfloat )mAppTextureHeight;

			// draw the single quad full screen (orthographic)
			glMatrixMode( GL_TEXTURE );
			glPushMatrix();
			glScalef( texture_scale_x, texture_scale_y, 1.0f );

			glEnable( GL_TEXTURE_2D );
			glColor3f( 1.0f, 1.0f, 1.0f );
			glBegin( GL_QUADS );
				glTexCoord2f( 1.0f, 1.0f );
				glVertex2d( mAppWindowWidth, 0 );

				glTexCoord2f( 0.0f, 1.0f );
				glVertex2d( 0, 0 );

				glTexCoord2f( 0.0f, 0.0f );
				glVertex2d( 0, mAppWindowHeight );

				glTexCoord2f( 1.0f, .0f );
				glVertex2d( mAppWindowWidth, mAppWindowHeight );
			glEnd();

			glMatrixMode( GL_TEXTURE );
			glPopMatrix();

			glutSwapBuffers();
		};
コード例 #8
0
ファイル: ODPoint.cpp プロジェクト: nohal/ocpn_draw_pi
void ODPoint::DrawGL( PlugIn_ViewPort &pivp )
{
    if( !m_bIsVisible )
    return;

    //    Optimization, especially apparent on tracks in normal cases
    if( m_IconName == _T("empty") && !m_bShowName && !m_bPtIsSelected ) return;

    if(m_wpBBox.GetValid() &&
        pivp.chart_scale == m_wpBBox_chart_scale &&
        pivp.rotation == m_wpBBox_rotation) {
    }

    wxPoint r;
    wxRect hilitebox;
    unsigned char transparency = 150;

    GetCanvasPixLL( &g_VP, &r, m_lat, m_lon );

//    Substitue icon?
    wxBitmap *pbm;
    if( ( m_bIsActive ) && ( m_IconName != _T("mob") ) )
        pbm = g_pODPointMan->GetIconBitmap(  _T ( "activepoint" ) );
    else
        pbm = m_pbmIcon;

    int sx2 = pbm->GetWidth() / 2;
    int sy2 = pbm->GetHeight() / 2;

//    Calculate the mark drawing extents
    wxRect r1( r.x - sx2, r.y - sy2, sx2 * 2, sy2 * 2 );          // the bitmap extents
    
    float  l_fIconScaleFactor = GetOCPNChartScaleFactor_Plugin();
    wxRect r3 = r1;
    if( m_bShowName ) {
        if( !m_pMarkFont ) {
            m_pMarkFont = GetOCPNScaledFont_PlugIn( wxT( "Marks" ) );
            m_FontColor = GetFontColour_PlugIn( wxS( "Marks" ) );
            CalculateNameExtents();
        }

        if( m_pMarkFont ) {
            wxRect r2( r.x + (m_NameLocationOffsetX * l_fIconScaleFactor), r.y + (m_NameLocationOffsetY * l_fIconScaleFactor),
                       m_NameExtents.x, m_NameExtents.y );
            r3.Union( r2 );
        }
    }

    hilitebox = r3;
    hilitebox.x -= r.x;
    hilitebox.y -= r.y;
    float radius;
    if( IsTouchInterface_PlugIn() ){
        hilitebox.Inflate( 20 );
        radius = 20.0f;
    }
    else{
        hilitebox.Inflate( 4 );
        radius = 4.0f;
    }
    
    /* update bounding box */
    if(!m_wpBBox.GetValid() || pivp.chart_scale != m_wpBBox_chart_scale || pivp.rotation != m_wpBBox_rotation) {
        double lat1, lon1, lat2, lon2;
        wxPoint wxpoint;
        wxpoint.x = r.x+hilitebox.x;
        wxpoint.y = r.y + hilitebox.height;
        GetCanvasLLPix( &pivp, wxpoint, &lat1, &lon1 );
        wxpoint.x = r.x + hilitebox.x + hilitebox.width;
        wxpoint.y = r.y + hilitebox.y;
        GetCanvasLLPix( &pivp, wxpoint, &lat2, &lon2 );

        if(lon1 > lon2)
            m_wpBBox.Set(lat1, lon1, lat2, lon2+360);
        else
            m_wpBBox.Set(lat1, lon1, lat2, lon2);
        m_wpBBox_chart_scale = pivp.chart_scale;
        m_wpBBox_rotation = pivp.rotation;
    }

    ODDC dc;

    //  Highlite any selected point
    if( m_bPtIsSelected || m_bIsBeingEdited ) {
        wxColour hi_colour;
        if( m_bPointPropertiesBlink || m_bPathManagerBlink ){
            wxPen *pen = g_pPathMan->GetActiveODPointPen();
            hi_colour = pen->GetColour();
        }
        else{
            GetGlobalColor( wxS( "YELO1" ), &hi_colour );
        }
        
        g_ocpn_draw_pi->AlphaBlending( dc, r.x + hilitebox.x, r.y + hilitebox.y, hilitebox.width, hilitebox.height, radius,
                       hi_colour, transparency );
    }
    
    bool bDrawHL = false;

    if( (m_bPointPropertiesBlink || m_bPathManagerBlink) && ( g_ocpn_draw_pi->nBlinkerTick & 1 ) ) bDrawHL = true;

    if( ( !bDrawHL ) && ( NULL != m_pbmIcon ) ) {
        int glw, glh;
        unsigned int IconTexture = g_pODPointMan->GetIconTexture( pbm, glw, glh );
        
        glBindTexture(GL_TEXTURE_2D, IconTexture);
        
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
        
        glColor3f(1, 1, 1);
        
        float l_ChartScaleFactorExp = GetOCPNChartScaleFactor_Plugin();
        float w = r1.width * l_ChartScaleFactorExp;
        float h = r1.height * l_ChartScaleFactorExp;
        float x = r.x - w/2; 
        float y = r.y - h/2;
        float u = (float)r1.width/glw, v = (float)r1.height/glh;
        glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex2f(x, y);
        glTexCoord2f(u, 0); glVertex2f(x+w, y);
        glTexCoord2f(u, v); glVertex2f(x+w, y+h);
        glTexCoord2f(0, v); glVertex2f(x, y+h);
        glEnd();
        glDisable(GL_BLEND);
        glDisable(GL_TEXTURE_2D);
    }

    if( m_bShowName && m_pMarkFont ) {
        int w = m_NameExtents.x, h = m_NameExtents.y;
        if(!m_iTextTexture && w && h) {
            wxBitmap tbm(w, h); /* render text on dc */
            wxMemoryDC dc;
            dc.SelectObject( tbm );               
            dc.SetBackground( wxBrush( *wxBLACK ) );
            dc.Clear();
            dc.SetFont( *m_pMarkFont );
            dc.SetTextForeground( *wxWHITE );
            dc.DrawText( m_ODPointName, 0, 0);
            dc.SelectObject( wxNullBitmap );
            
            /* make alpha texture for text */
            wxImage image = tbm.ConvertToImage();
            unsigned char *d = image.GetData();
            unsigned char *e = new unsigned char[w * h];
            if(d && e){
                for( int p = 0; p < w*h; p++)
                    e[p] = d[3*p + 0];
            }
            
            /* create texture for rendered text */
            glGenTextures(1, &m_iTextTexture);
            glBindTexture(GL_TEXTURE_2D, m_iTextTexture);
            
            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );

            m_iTextTextureWidth = NextPow2(w);
            m_iTextTextureHeight = NextPow2(h);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, m_iTextTextureWidth, m_iTextTextureHeight,
                         0, GL_ALPHA, GL_UNSIGNED_BYTE, NULL);
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
                            GL_ALPHA, GL_UNSIGNED_BYTE, e);
            delete [] e;
        }

        if(m_iTextTexture) {
            /* draw texture with text */
            glBindTexture(GL_TEXTURE_2D, m_iTextTexture);
            
            glEnable(GL_TEXTURE_2D);
            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        
            glColor3ub(m_FontColor.Red(), m_FontColor.Green(), m_FontColor.Blue());
            
            int x = r.x + (m_NameLocationOffsetX * l_fIconScaleFactor), y = r.y + (m_NameLocationOffsetY * l_fIconScaleFactor);
            float u = (float)w/m_iTextTextureWidth, v = (float)h/m_iTextTextureHeight;
            glBegin(GL_QUADS);
            glTexCoord2f(0, 0); glVertex2f(x, y);
            glTexCoord2f(u, 0); glVertex2f(x+w, y);
            glTexCoord2f(u, v); glVertex2f(x+w, y+h);
            glTexCoord2f(0, v); glVertex2f(x, y+h);
            glEnd();
            glDisable(GL_BLEND);
            glDisable(GL_TEXTURE_2D);
        }
    }
    
    // Draw ODPoint range rings if activated
    if( m_iODPointRangeRingsNumber && m_bShowODPointRangeRings ) {
        double factor = 1.00;
        if( m_iODPointRangeRingsStepUnits == 1 )          // nautical miles
            factor = 1 / 1.852;
        
        factor *= m_fODPointRangeRingsStep;
        
        double tlat, tlon;
        wxPoint r1;
        ll_gc_ll( m_lat, m_lon, 0, factor, &tlat, &tlon );
        GetCanvasPixLL( &g_VP, &r1,  tlat, tlon);
        
        double lpp = sqrt( pow( (double) (r.x - r1.x), 2) +
        pow( (double) (r.y - r1.y), 2 ) );
        int pix_radius = (int) lpp;
        
        wxPen ppPen1( m_wxcODPointRangeRingsSchemeColour, m_iRangeRingWidth, m_iRangeRingStyle );
        wxBrush saveBrush = dc.GetBrush();
        wxPen savePen = dc.GetPen();
        dc.SetPen( ppPen1 );
        dc.SetBrush( wxBrush( m_wxcODPointRangeRingsSchemeColour, wxBRUSHSTYLE_TRANSPARENT ) );
        dc.SetGLStipple();
        
        for( int i = 1; i <= m_iODPointRangeRingsNumber; i++ )
            dc.StrokeCircle( r.x, r.y, i * pix_radius );
        
        glDisable( GL_LINE_STIPPLE );
        
        dc.SetPen( savePen );
        dc.SetBrush( saveBrush );
    }
    
    if( m_bPointPropertiesBlink || m_bPathManagerBlink ) g_blink_rect = CurrentRect_in_DC;               // also save for global blinker
    
    //    This will be useful for fast icon redraws
    CurrentRect_in_DC.x = r.x + hilitebox.x;
    CurrentRect_in_DC.y = r.y + hilitebox.y;
    CurrentRect_in_DC.width = hilitebox.width;
    CurrentRect_in_DC.height = hilitebox.height;

    if( m_bPointPropertiesBlink || m_bPathManagerBlink ) g_blink_rect = CurrentRect_in_DC;               // also save for global blinker
}
コード例 #9
0
ファイル: cairo-gl-surface.c プロジェクト: alexgcastro/cairo
cairo_status_t
_cairo_gl_surface_draw_image (cairo_gl_surface_t *dst,
                              cairo_image_surface_t *src,
                              int src_x, int src_y,
                              int width, int height,
                              int dst_x, int dst_y)
{
    GLenum internal_format, format, type;
    cairo_bool_t has_alpha, needs_swap;
    cairo_image_surface_t *clone = NULL;
    cairo_gl_context_t *ctx;
    int cpp;
    cairo_int_status_t status = CAIRO_INT_STATUS_SUCCESS;

    status = _cairo_gl_context_acquire (dst->base.device, &ctx);
    if (unlikely (status))
        return status;

    if (! _cairo_gl_get_image_format_and_type (ctx->gl_flavor,
            src->pixman_format,
            &internal_format,
            &format,
            &type,
            &has_alpha,
            &needs_swap))
    {
        cairo_bool_t is_supported;

        clone = _cairo_image_surface_coerce (src);
        if (unlikely (status = clone->base.status))
            goto FAIL;

        is_supported =
            _cairo_gl_get_image_format_and_type (ctx->gl_flavor,
                    clone->pixman_format,
                    &internal_format,
                    &format,
                    &type,
                    &has_alpha,
                    &needs_swap);
        assert (is_supported);
        assert (!needs_swap);
        src = clone;
    }

    cpp = PIXMAN_FORMAT_BPP (src->pixman_format) / 8;

    status = _cairo_gl_surface_flush (&dst->base);
    if (unlikely (status))
        goto FAIL;

    if (_cairo_gl_surface_is_texture (dst)) {
        void *data_start = src->data + src_y * src->stride + src_x * cpp;
        void *data_start_gles2 = NULL;

        /*
         * Due to GL_UNPACK_ROW_LENGTH missing in GLES2 we have to extract the
         * image data ourselves in some cases. In particular, we must extract
         * the pixels if:
         * a. we don't want full-length lines or
         * b. the row stride cannot be handled by GL itself using a 4 byte
         *     alignment constraint
         */
        if (src->stride < 0 ||
                (ctx->gl_flavor == CAIRO_GL_FLAVOR_ES &&
                 (src->width * cpp < src->stride - 3 ||
                  width != src->width)))
        {
            glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
            status = _cairo_gl_surface_extract_image_data (src, src_x, src_y,
                     width, height,
                     &data_start_gles2);
            if (unlikely (status))
                goto FAIL;

            data_start = data_start_gles2;
        }
        else
        {
            glPixelStorei (GL_UNPACK_ALIGNMENT, 4);
            if (ctx->gl_flavor == CAIRO_GL_FLAVOR_DESKTOP)
                glPixelStorei (GL_UNPACK_ROW_LENGTH, src->stride / cpp);
        }

        _cairo_gl_context_activate (ctx, CAIRO_GL_TEX_TEMP);
        glBindTexture (ctx->tex_target, dst->tex);
        glTexParameteri (ctx->tex_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri (ctx->tex_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexSubImage2D (ctx->tex_target, 0,
                         dst_x, dst_y, width, height,
                         format, type, data_start);

        free (data_start_gles2);

        /* If we just treated some rgb-only data as rgba, then we have to
         * go back and fix up the alpha channel where we filled in this
         * texture data.
         */
        if (!has_alpha) {
            _cairo_gl_surface_fill_alpha_channel (dst, ctx,
                                                  dst_x, dst_y,
                                                  width, height);
        }
    } else {
        cairo_surface_t *tmp;

        tmp = _cairo_gl_surface_create_scratch (ctx,
                                                dst->base.content,
                                                width, height);
        if (unlikely (tmp->status))
            goto FAIL;

        status = _cairo_gl_surface_draw_image ((cairo_gl_surface_t *) tmp,
                                               src,
                                               src_x, src_y,
                                               width, height,
                                               0, 0);
        if (status == CAIRO_INT_STATUS_SUCCESS) {
            cairo_surface_pattern_t tmp_pattern;
            cairo_rectangle_int_t r;
            cairo_clip_t *clip;

            _cairo_pattern_init_for_surface (&tmp_pattern, tmp);
            cairo_matrix_init_translate (&tmp_pattern.base.matrix,
                                         -dst_x, -dst_y);
            tmp_pattern.base.filter = CAIRO_FILTER_NEAREST;
            tmp_pattern.base.extend = CAIRO_EXTEND_NONE;

            r.x = dst_x;
            r.y = dst_y;
            r.width = width;
            r.height = height;
            clip = _cairo_clip_intersect_rectangle (NULL, &r);
            status = _cairo_surface_paint (&dst->base,
                                           CAIRO_OPERATOR_SOURCE,
                                           &tmp_pattern.base,
                                           clip);
            _cairo_clip_destroy (clip);
            _cairo_pattern_fini (&tmp_pattern.base);
        }

        cairo_surface_destroy (tmp);
    }

FAIL:
    status = _cairo_gl_context_release (ctx, status);

    if (clone)
        cairo_surface_destroy (&clone->base);

    return status;
}
コード例 #10
0
// but requires updating the texture if the piano changes which is slower (although still quite fast)
// the other problem is the code is difficult to follow and maintain
// can remove this when we know we aren't going to ever be using it
void Piano::UpdateGLTexture()
{
    extern GLenum       g_texture_rectangle_format;
    int w = cc1->GetClientSize().x, h = GetHeight(), tex_w, tex_h;
    if(g_texture_rectangle_format == GL_TEXTURE_2D)
        tex_w = w, tex_h = h;
    else
        tex_w = NextPow2(w), tex_h = NextPow2(h);
    m_texcoords[0] = (float)w / tex_w;
    m_texcoords[1] = (float)h / tex_h;

    // this isn't very pretty but should at least be fast enough
    unsigned char bgcolor[4], tbgcolor[4];
    SetColor(bgcolor, m_backBrush);
    SetColor(tbgcolor, m_backBrush);

    wxColour b = GetGlobalColor( _T("CHBLK") );
    unsigned char bcolor[4] = {b.Red(), b.Green(), b.Blue(), 255};

    ocpnStyle::Style* style = g_StyleManager->GetCurrentStyle();
    if(style->chartStatusWindowTransparent)
        tbgcolor[3] = 0;

    unsigned char *data = new unsigned char[4*w*h];

    // fill to background color
    for(int x = 0; x < w; x++) {
        unsigned char *pos = data + 4*x;
        memcpy(pos, tbgcolor, 4);
    }

    for(int y = 1; y < 8; y++) {
        unsigned char *pos = data + 4*(y*w);
        memcpy(pos, data, 4*w);
    }

    int nKeys = m_key_array.GetCount();
    // draw the keys
    for( int i = 0; i < nKeys; i++ ) {
        int key_db_index = m_key_array.Item( i );

        if( -1 == key_db_index ) continue;

        bool selected = InArray(m_active_index_array, key_db_index);
        unsigned char color[4];
        if( ChartData->GetDBChartType( key_db_index ) == CHART_TYPE_CM93 ||
            ChartData->GetDBChartType( key_db_index ) == CHART_TYPE_CM93COMP ) {
            if(selected)
                SetColor(color, m_scBrush );
            else
                SetColor(color, m_cBrush );
        } else if( ChartData->GetDBChartFamily( key_db_index ) == CHART_FAMILY_VECTOR ) {
            if(selected)
                SetColor(color, m_svBrush );
            else
                SetColor(color, m_vBrush );
        } else { // Raster Chart
            if(selected)
                SetColor(color, m_slBrush );
            else
                SetColor(color, m_tBrush );
        }

#if 0
        // Check to see if this box appears in the sub_light array
        // If so, add a crosshatch pattern to the brush
        if(InArray(m_eclipsed_index_array, key_db_index)) {
            wxBrush ebrush( dc.GetBrush().GetColour(), wxCROSSDIAG_HATCH );
            dc.SetBrush(ebrush);
        }
#endif
        if(m_bBusy)
            SetColor(color, m_uvBrush );
            
        wxRect box = KeyRect.Item( i );

        bool eclipsed = InArray(m_eclipsed_index_array, key_db_index);

        int sympoint =  m_brounded ? (eclipsed ? 5 : 3) : 1;
        for(int y = 0; y < 6; y++) {
            unsigned char *pos = data + 4*((box.y+y)*w + box.x);
            if(y > sympoint) {
                int line;
                if(y < box.height - sympoint)
                    line = sympoint;
                else
                    line = box.height-y-1; // shouldn't hit
                memcpy(pos, data + 4*((box.y+line)*w + box.x), 4*box.width);
                continue;
            }
            
            for(int x = 0; x < box.width; x++, pos+=4) {
                if(y == 0) {
                    if( m_brounded && (x <= 2 || x >= box.width - 3) )
                        memcpy(pos, tbgcolor, 4);
                    else
                        memcpy(pos, bcolor, 4);
                } else if(m_brounded) {
                    if(y == 1) {
                        if(x == 0 || x == box.width - 1)
                            memcpy(pos, tbgcolor, 4);
                        else if(x == 1 || x == 2 || x == box.width - 3 || x == box.width - 2)
                            memcpy(pos, bcolor, 4);
                        else
                            memcpy(pos, color, 4);
                    } else if(y == 2) {
                        if(x == 0 || x == box.width - 1)
                            memcpy(pos, tbgcolor, 4);
                        else if(x == 1 || x == box.width - 2)
                            memcpy(pos, bcolor, 4);
                        else
                            memcpy(pos, color, 4);
                    } else if(eclipsed) {
                        if(x == 0 || x == box.width - 1)
                            memcpy(pos, bcolor, 4);
                        else {
                            if(y == 3) {
                                if(x <= 4 || x >= box.width - 5)
                                    memcpy(pos, color, 4);
                                else
                                    memcpy(pos, bcolor, 4);
                            } else if(y == 4) {
                                if(x <= 3 || x >= box.width - 4)
                                    memcpy(pos, color, 4);
                                else if(x == 4 || x == box.width - 5)
                                    memcpy(pos, bcolor, 4);
                                else
                                    memcpy(pos, bgcolor, 4);
                            } else {
                                if(x <= 2 || x >= box.width - 3)
                                    memcpy(pos, color, 4);
                                else if(x == 3 || x == box.width - 4)
                                    memcpy(pos, bcolor, 4);
                                else
                                    memcpy(pos, bgcolor, 4);
                            }
                        }
                    } else
                        goto def;
                } else {
                def:
                    if(x == 0 || x == box.width - 1)
                        memcpy(pos, bcolor, 4);
                    else
                        memcpy(pos, color, 4);
                }
            }
        }
    }

    // quickly fill the rest via symmetry
    for(int y = 8; y < h; y++) {
        int line;
        if(y < h - 7)
            line = 7;
        else
            line = h-y-1;
        memcpy(data + 4*(y*w), data + 4*(line*w), 4*w);
    }

    if(!m_tex)
        glGenTextures( 1, &m_tex );

    glBindTexture(GL_TEXTURE_2D, m_tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 

    if(g_texture_rectangle_format == GL_TEXTURE_2D)
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
    else {
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );
        glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data );
    }

    delete [] data;
}
コード例 #11
0
// build a texture to hold minimum sized rectangles and icons used to render the chart bar
// this texture is only updated if the color scheme or chart bar height change
void Piano::BuildGLTexture()
{
    int h = GetHeight();

    wxBrush tbackBrush; // transparent back brush
    ocpnStyle::Style* style = g_StyleManager->GetCurrentStyle();
    if(style->chartStatusWindowTransparent)
        tbackBrush = wxColour(1,1,1);
    else
        tbackBrush = m_backBrush;

    wxBrush brushes[] = { m_scBrush, m_cBrush, m_svBrush, m_vBrush, m_slBrush, m_tBrush, m_uvBrush };

    m_tex_piano_height = h;
    m_texw = 64;
    m_texh = ((sizeof brushes) / (sizeof *brushes)) * h;
    m_texh += 4*16; // for icons;

    m_texh = NextPow2(m_texh);

    if(!m_tex)
        glGenTextures( 1, &m_tex );

    glBindTexture(GL_TEXTURE_2D, m_tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 

    wxBitmap bmp(m_texw, m_texh);
    wxMemoryDC dc(bmp);

    dc.SetPen( *wxTRANSPARENT_PEN );
    dc.SetBrush(tbackBrush);
    dc.DrawRectangle(0, 0, m_texw, m_texh);

    // draw the needed rectangles with minimal width
    wxPen ppPen( GetGlobalColor( _T("CHBLK") ), 1, wxPENSTYLE_SOLID );
    dc.SetPen( ppPen );
    for(unsigned int b = 0; b < (sizeof brushes) / (sizeof *brushes); b++) {
        unsigned int x = 0, y = h * b;

        dc.SetBrush(brushes[b]);

        int u = 3, v = 2;
        dc.DrawRectangle(x+u, y+v, 3, h-2*v);
        x+=3+2*u;
        
        dc.DrawRoundedRectangle(x+u, y+v, 9, h-2*v, 4);
        x+=9+2*u;

        int w = 3;
        dc.DrawRoundedRectangle(x+u, y+v, 12, h-2*v, 4);
        dc.SetBrush( m_backBrush );
        dc.DrawRoundedRectangle(x+u+w, y+v+w, 12-2*w, h-2*v-2*w, 3);
        x+=12+2*u;

        if(x >= m_texw)
            printf("texture too small\n");
    }
    dc.SelectObject( wxNullBitmap );

    wxImage image = bmp.ConvertToImage();

    unsigned char *data = new unsigned char[4*m_texw*m_texh], *d = data, *e = image.GetData(), *a = image.GetAlpha();
    for(unsigned int i=0; i<m_texw*m_texh; i++) {
        if(style->chartStatusWindowTransparent &&
           e[0] == 1 && e[1] == 1 && e[2] == 1)
            d[3] = 0;
        else
            d[3] = 255;

        memcpy(d, e, 3), d+=4, e+=3;
    }

    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, m_texw, m_texh, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
    delete [] data;

    // put the bitmaps in below
    wxBitmap *bitmaps[] = {m_pInVizIconBmp, m_pTmercIconBmp, m_pSkewIconBmp, m_pPolyIconBmp};

    for(unsigned int i = 0; i < (sizeof bitmaps) / (sizeof *bitmaps); i++) {
        int iw = bitmaps[i]->GetWidth(), ih = bitmaps[i]->GetHeight();
        wxASSERT(ih <= 16);

        wxImage im = bitmaps[i]->ConvertToImage();
        unsigned char *data = new unsigned char[4*iw*ih], *d = data, *e = im.GetData(), *a = im.GetAlpha();
        for(int j = 0; j<iw*ih; j++) {
            memcpy(d, e, 3), d+=3, e+=3;
            *d = *a, d++, a++;
        }

        int off = ((sizeof brushes) / (sizeof *brushes))*h + 16*i;
        glTexSubImage2D( GL_TEXTURE_2D, 0, 0, off, iw, ih, GL_RGBA, GL_UNSIGNED_BYTE, data );
        delete [] data;
    }
}
コード例 #12
0
ファイル: texsubimage.c プロジェクト: aphogat/piglit
/**
 * Create a texture image with reference values.  Draw a textured quad.
 * Save reference image with glReadPixels().
 * Loop:
 *    replace a sub-region of the texture image with same values
 *    draw test textured quad
 *    read test image with glReadPixels
 *    compare reference image to test image
 * \param target  GL_TEXTURE_1D/2D/3D
 * \param intFormat  the internal texture format
 */
static GLboolean
test_format(GLenum target, GLenum intFormat)
{
	const GLenum srcFormat = GL_RGBA;
	GLuint w = 128, h = 64, d = 8;
	GLuint tex, i, j, k, n, t;
	GLubyte *img, *ref, *testImg;
	GLboolean pass = GL_TRUE;
	GLuint bw, bh, wMask, hMask, dMask;
	get_format_block_size(intFormat, &bw, &bh);
	wMask = ~(bw-1);
	hMask = ~(bh-1);
	dMask = ~0;

	if (target != GL_TEXTURE_3D)
		d = 1;
	if (target == GL_TEXTURE_1D)
		h = 1;

	img = (GLubyte *) malloc(w * h * d * 4);
	ref = (GLubyte *) malloc(w * h * d * 4);
	testImg = (GLubyte *) malloc(w * h * d * 4);

	/* fill source tex image */
	n = 0;
	for (i = 0; i < d; i++) {
		for (j = 0; j < h; j++) {
			for (k = 0; k < w; k++) {
				img[n++] = j * 4;
				img[n++] = k * 2;
				img[n++] = i * 16;
				img[n++] = 255;
			}
		}
	}

	glPixelStorei(GL_UNPACK_ROW_LENGTH, w);
	glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, h);

	glGenTextures(1, &tex);
	glBindTexture(target, tex);
	glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
	glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
	glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
	if (target == GL_TEXTURE_1D) {
		glTexImage1D(target, 0, intFormat, w, 0,
			     srcFormat, GL_UNSIGNED_BYTE, img);
	}
	else if (target == GL_TEXTURE_2D) {
		glTexImage2D(target, 0, intFormat, w, h, 0,
			     srcFormat, GL_UNSIGNED_BYTE, img);
	}
	else if (target == GL_TEXTURE_3D) {
		glTexImage3D(target, 0, intFormat, w, h, d, 0,
			     srcFormat, GL_UNSIGNED_BYTE, img);
	}

	glEnable(target);

	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	/* draw reference image */
	glClear(GL_COLOR_BUFFER_BIT);
	piglit_draw_rect_tex3d(0, 0, w, h, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0);
	glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ref);

	for (t = 0; t < 10; t++) {
		/* Choose random region of texture to update.
		 * Use sizes and positions that are multiples of
		 * the compressed block size.
		 */
		GLint tw = (rand() % w) & wMask;
		GLint th = (rand() % h) & hMask;
		GLint td = (rand() % d) & dMask;
		GLint tx = (rand() % (w - tw)) & wMask;
		GLint ty = (rand() % (h - th)) & hMask;
		GLint tz = (rand() % (d - td)) & dMask;

		assert(tx + tw <= w);
		assert(ty + th <= h);
		assert(tz + td <= d);

		/* replace texture region (with same data) */
		glPixelStorei(GL_UNPACK_SKIP_PIXELS, tx);
		glPixelStorei(GL_UNPACK_SKIP_ROWS, ty);
		glPixelStorei(GL_UNPACK_SKIP_IMAGES, tz);
		if (target == GL_TEXTURE_1D) {
			glTexSubImage1D(target, 0, tx, tw,
					srcFormat, GL_UNSIGNED_BYTE, img);
		}
		else if (target == GL_TEXTURE_2D) {
			glTexSubImage2D(target, 0, tx, ty, tw, th,
					srcFormat, GL_UNSIGNED_BYTE, img);
		}
		else if (target == GL_TEXTURE_2D) {
			glTexSubImage3D(target, 0, tx, ty, tz, tw, th, td,
					srcFormat, GL_UNSIGNED_BYTE, img);
		}

		/* draw test image */
		glClear(GL_COLOR_BUFFER_BIT);
		piglit_draw_rect_tex3d(0, 0, w, h, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0);
		glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, testImg);

		piglit_present_results();

		if (!equal_images(ref, testImg, w, h)) {
			printf("texsubimage failed\n");
			printf("  target: %s\n", piglit_get_gl_enum_name(target));
			printf("  internal format: %s\n", piglit_get_gl_enum_name(intFormat));
			printf("  region: %d, %d  %d x %d\n", tx, ty, tw, th);
			pass = GL_FALSE;
			break;
		}
	}

	glDisable(target);

	free(img);
	free(ref);
	free(testImg);

	glDeleteTextures(1, &tex);
	return pass;
}
コード例 #13
0
void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
{
    if (ctx->d_ptr->workaround_brokenFBOReadBack) {
        QImageTextureGlyphCache::fillTexture(c, glyph);

        glBindTexture(GL_TEXTURE_2D, m_texture);
        const QImage &texture = image();
        const uchar *bits = texture.constBits();
        bits += c.y * texture.bytesPerLine() + c.x;
        for (int i=0; i<c.h; ++i) {
            glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, c.w, 1, GL_ALPHA, GL_UNSIGNED_BYTE, bits);
            bits += texture.bytesPerLine();
        }

        return;
    }

    QImage mask = textureMapForGlyph(glyph);
    const int maskWidth = mask.width();
    const int maskHeight = mask.height();

    if (mask.format() == QImage::Format_Mono) {
        mask = mask.convertToFormat(QImage::Format_Indexed8);
        for (int y = 0; y < maskHeight; ++y) {
            uchar *src = (uchar *) mask.scanLine(y);
            for (int x = 0; x < maskWidth; ++x)
                src[x] = -src[x]; // convert 0 and 1 into 0 and 255
        }
    } else if (mask.format() == QImage::Format_RGB32) {
        // Make the alpha component equal to the average of the RGB values.
        // This is needed when drawing sub-pixel antialiased text on translucent targets.
        for (int y = 0; y < maskHeight; ++y) {
            quint32 *src = (quint32 *) mask.scanLine(y);
            for (int x = 0; x < maskWidth; ++x) {
                uchar r = src[x] >> 16;
                uchar g = src[x] >> 8;
                uchar b = src[x];
                quint32 avg = (quint32(r) + quint32(g) + quint32(b) + 1) / 3; // "+1" for rounding.
                src[x] = (src[x] & 0x00ffffff) | (avg << 24);
            }
        }
    }

    glBindTexture(GL_TEXTURE_2D, m_texture);
    if (mask.format() == QImage::Format_RGB32) {
        glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
    } else {
#ifdef QT_OPENGL_ES2
        glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
#else
        // glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is
        // not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista
        // and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a
        // multiple of four bytes per line, and most of the glyph shows up correctly in the
        // texture, which makes me think that this is a driver bug.
        // One workaround is to make sure the mask width is a multiple of four bytes, for instance
        // by converting it to a format with four bytes per pixel. Another is to copy one line at a
        // time.

        for (int i = 0; i < maskHeight; ++i)
            glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i));
#endif
    }
}
コード例 #14
0
void QGLTextureGlyphCache::resizeTextureData(int width, int height)
{
    int oldWidth = m_width;
    int oldHeight = m_height;

    // Make the lower glyph texture size 16 x 16.
    if (width < 16)
        width = 16;
    if (height < 16)
        height = 16;

    GLuint oldTexture = m_texture;
    createTextureData(width, height);
    
    if (ctx->d_ptr->workaround_brokenFBOReadBack) {
        QImageTextureGlyphCache::resizeTextureData(width, height);
        Q_ASSERT(image().depth() == 8);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, oldWidth, oldHeight, GL_ALPHA, GL_UNSIGNED_BYTE, image().constBits());
        glDeleteTextures(1, &oldTexture);
        return;
    }

    // ### the QTextureGlyphCache API needs to be reworked to allow
    // ### resizeTextureData to fail

    glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);

    GLuint tmp_texture;
    glGenTextures(1, &tmp_texture);
    glBindTexture(GL_TEXTURE_2D, tmp_texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glBindTexture(GL_TEXTURE_2D, 0);
    glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
                           GL_TEXTURE_2D, tmp_texture, 0);

    glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
    glBindTexture(GL_TEXTURE_2D, oldTexture);

    pex->transferMode(BrushDrawingMode);

    glDisable(GL_STENCIL_TEST);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_SCISSOR_TEST);
    glDisable(GL_BLEND);

    glViewport(0, 0, oldWidth, oldHeight);

    GLfloat* vertexCoordinateArray = pex->staticVertexCoordinateArray;
    vertexCoordinateArray[0] = -1.0f;
    vertexCoordinateArray[1] = -1.0f;
    vertexCoordinateArray[2] =  1.0f;
    vertexCoordinateArray[3] = -1.0f;
    vertexCoordinateArray[4] =  1.0f;
    vertexCoordinateArray[5] =  1.0f;
    vertexCoordinateArray[6] = -1.0f;
    vertexCoordinateArray[7] =  1.0f;

    GLfloat* textureCoordinateArray = pex->staticTextureCoordinateArray;
    textureCoordinateArray[0] = 0.0f;
    textureCoordinateArray[1] = 0.0f;
    textureCoordinateArray[2] = 1.0f;
    textureCoordinateArray[3] = 0.0f;
    textureCoordinateArray[4] = 1.0f;
    textureCoordinateArray[5] = 1.0f;
    textureCoordinateArray[6] = 0.0f;
    textureCoordinateArray[7] = 1.0f;

    pex->setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertexCoordinateArray);
    pex->setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, textureCoordinateArray);

    pex->shaderManager->useBlitProgram();
    pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);

    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

    glBindTexture(GL_TEXTURE_2D, m_texture);

    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
                              GL_RENDERBUFFER_EXT, 0);
    glDeleteTextures(1, &tmp_texture);
    glDeleteTextures(1, &oldTexture);

    glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);

    glViewport(0, 0, pex->width, pex->height);
    pex->updateClipScissorTest();
}
コード例 #15
0
ファイル: main.cpp プロジェクト: notspiff/screensavers.rsxs
void CScreensaverPlasma::Render()
{
  glDisable(GL_BLEND);

  int i, j;
  float rgb[3];
  float temp;
  int index;

  //Update constants
  for (i = 0; i < NUMCONSTS; i++)
  {
    m_ct[i] += m_cv[i];
    if(m_ct[i] > PIx2)
      m_ct[i] -= PIx2;
    m_c[i] = sinf(m_ct[i]) * m_focus;
  }

  // Update colors
  for(i = 0; i < m_plasmasize; i++)
  {
    for(j = 0; j < int(float(m_plasmasize) / m_aspectRatio); j++)
    {
      // Calculate vertex colors
      rgb[0] = m_plasma[i][j][0];
      rgb[1] = m_plasma[i][j][1];
      rgb[2] = m_plasma[i][j][2];
      m_plasma[i][j][0] = 0.7f
              * (m_c[0] * m_position[i][j][0] + m_c[1] * m_position[i][j][1]
              + m_c[2] * (m_position[i][j][0] * m_position[i][j][0] + 1.0f)
              + m_c[3] * m_position[i][j][0] * m_position[i][j][1]
              + m_c[4] * rgb[1] + m_c[5] * rgb[2]);
      m_plasma[i][j][1] = 0.7f
              * (m_c[6] * m_position[i][j][0] + m_c[7] * m_position[i][j][1]
              + m_c[8] * m_position[i][j][0] * m_position[i][j][0]
              + m_c[9] * (m_position[i][j][1] * m_position[i][j][1] - 1.0f)
              + m_c[10] * rgb[0] + m_c[11] * rgb[2]);
      m_plasma[i][j][2] = 0.7f
              * (m_c[12] * m_position[i][j][0] + m_c[13] * m_position[i][j][1]
              + m_c[14] * (1.0f - m_position[i][j][0] * m_position[i][j][1])
              + m_c[15] * m_position[i][j][1] * m_position[i][j][1]
              + m_c[16] * rgb[0] + m_c[17] * rgb[1]);

      // Don't let the colors change too much
      temp = m_plasma[i][j][0] - rgb[0];
      if(temp > m_maxdiff)
        m_plasma[i][j][0] = rgb[0] + m_maxdiff;
      if(temp < -m_maxdiff)
        m_plasma[i][j][0] = rgb[0] - m_maxdiff;
      temp = m_plasma[i][j][1] - rgb[1];
      if(temp > m_maxdiff)
        m_plasma[i][j][1] = rgb[1] + m_maxdiff;
      if(temp < -m_maxdiff)
        m_plasma[i][j][1] = rgb[1] - m_maxdiff;
      temp = m_plasma[i][j][2] - rgb[2];
      if(temp > m_maxdiff)
        m_plasma[i][j][2] = rgb[2] + m_maxdiff;
      if(temp < -m_maxdiff)
        m_plasma[i][j][2] = rgb[2] - m_maxdiff;

      // Put colors into texture
      index = (i * TEXSIZE + j) * 3;
      m_plasmamap[index] = fabstrunc(m_plasma[i][j][0]);
      m_plasmamap[index+1] = fabstrunc(m_plasma[i][j][1]);
      m_plasmamap[index+2] = fabstrunc(m_plasma[i][j][2]);
    }
  }

  // Update texture
  if (!glIsTexture(m_tex))
  {
    glGenTextures(1, &m_tex);
    glBindTexture(GL_TEXTURE_2D, m_tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, TEXSIZE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEXSIZE, TEXSIZE, 0, GL_RGB, GL_FLOAT, m_plasmamap);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  }
  else
  {
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, m_tex);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, TEXSIZE);
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, int(float(m_plasmasize) / m_aspectRatio), m_plasmasize, GL_RGB, GL_FLOAT, m_plasmamap);
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  }

  // Draw it
  // The "- 1" cuts off right and top edges to get rid of blending to black
  float texright = float(m_plasmasize - 1) / float(TEXSIZE);
  float textop = float(int(float(m_plasmasize) / m_aspectRatio) - 1) / float(TEXSIZE);

  struct PackedVertex
  {
    float x, y, z;
    float u1, v1;
  } packets[4];

  packets[0].x = -1.0f;
  packets[0].y = -1.0f;
  packets[0].z = 0.0f;
  packets[0].u1 = 0.0f;
  packets[0].v1 = 0.0f;

  packets[1].x = 1.0f;
  packets[1].y = -1.0f;
  packets[1].z = 0.0f;
  packets[1].u1 = 0.0f;
  packets[1].v1 = texright;

  packets[2].x = -1.0f;
  packets[2].y = 1.0f;
  packets[2].z = 0.0f;
  packets[2].u1 = textop;
  packets[2].v1 = 0.0f;

  packets[3].x = 1.0f;
  packets[3].y = 1.0f;
  packets[3].z = 0.0f;
  packets[3].u1 = textop;
  packets[3].v1 = texright;

  EnableShader();

  glBindBuffer(GL_ARRAY_BUFFER, m_vertexVBO);
  glBufferData(GL_ARRAY_BUFFER, sizeof(PackedVertex)*4, &packets[0], GL_STATIC_DRAW);

  glVertexAttribPointer(m_hPos,  3, GL_FLOAT, 0, sizeof(PackedVertex), BUFFER_OFFSET(offsetof(PackedVertex, x)));
  glEnableVertexAttribArray(m_hPos);

  glVertexAttribPointer(m_hCord, 2, GL_FLOAT, 0, sizeof(PackedVertex), BUFFER_OFFSET(offsetof(PackedVertex, u1)));
  glEnableVertexAttribArray(m_hCord);

  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

  glDisableVertexAttribArray(m_hPos);
  glDisableVertexAttribArray(m_hCord);

  glBindBuffer(GL_ARRAY_BUFFER, 0);

  DisableShader();

  glBindTexture(GL_TEXTURE_2D, 0);
}
コード例 #16
0
void EuphoriaWidget::paintGL()
{
	int i;
	static double lastTime = timeGetTime();

	// update time
	elapsedTime = timeGetTime() - lastTime;
	lastTime += elapsedTime;

    _ec = this;

	// Update wisps
	for(i=0; i<dWisps; i++)
		_wisps[i].update();
	for(i=0; i<dBackground; i++)
		_backwisps[i].update();


	if(dFeedback)
    {
		float feedbackIntensity = float(dFeedback) / 101.0f;

		// update feedback variables
		for(i=0; i<4; i++)
        {
			fr[i] += elapsedTime * fv[i];
			if(fr[i] > PIx2)
				fr[i] -= PIx2;
		}
		f[0] = 30.0f * cos(fr[0]);
		f[1] = 0.2f * cos(fr[1]);
		f[2] = 0.2f * cos(fr[2]);
		f[3] = 0.8f * cos(fr[3]);
		for(i=0; i<3; i++)
        {
			lr[i] += elapsedTime * lv[i];
			if(lr[i] > PIx2)
				lr[i] -= PIx2;
			l[i] = cos(lr[i]);
			l[i] = l[i] * l[i];
		}

		// Create drawing area for feedback texture
		glViewport(0, 0, feedbacktexsize, feedbacktexsize);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(30.0, aspectRatio, 0.01f, 20.0f);
		glMatrixMode(GL_MODELVIEW);

		// Draw
		glClear(GL_COLOR_BUFFER_BIT);
		glColor3f(feedbackIntensity, feedbackIntensity, feedbackIntensity);
		glBindTexture(GL_TEXTURE_2D, feedbacktex);
		glPushMatrix();
		glTranslatef(f[1] * l[1], f[2] * l[1], f[3] * l[2]);
		glRotatef(f[0] * l[0], 0, 0, 1);
		glBegin(GL_TRIANGLE_STRIP);
			glTexCoord2f(-0.5f, -0.5f);
			glVertex3f(-aspectRatio*2.0f, -2.0f, 1.25f);
			glTexCoord2f(1.5f, -0.5f);
			glVertex3f(aspectRatio*2.0f, -2.0f, 1.25f);
			glTexCoord2f(-0.5f, 1.5f);
			glVertex3f(-aspectRatio*2.0f, 2.0f, 1.25f);
			glTexCoord2f(1.5f, 1.5f);
			glVertex3f(aspectRatio*2.0f, 2.0f, 1.25f);
		glEnd();
		glPopMatrix();
		glBindTexture(GL_TEXTURE_2D, texName);
		for(i=0; i<dBackground; i++)
			_backwisps[i].drawAsBackground();
		for(i=0; i<dWisps; i++)
			_wisps[i].draw();

		// readback feedback texture
		glReadBuffer(GL_BACK);
		glPixelStorei(GL_UNPACK_ROW_LENGTH, feedbacktexsize);
		glBindTexture(GL_TEXTURE_2D, feedbacktex);
		glReadPixels(0, 0, feedbacktexsize, feedbacktexsize, GL_RGB, GL_UNSIGNED_BYTE, feedbackmap);
		glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, feedbacktexsize, feedbacktexsize, GL_RGB, GL_UNSIGNED_BYTE, feedbackmap);

		// create regular drawing area
		glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(20.0, aspectRatio, 0.01f, 20.0f);
		glMatrixMode(GL_MODELVIEW);

		// Draw again
		glClear(GL_COLOR_BUFFER_BIT);
		glColor3f(feedbackIntensity, feedbackIntensity, feedbackIntensity);
		glPushMatrix();
		glTranslatef(f[1] * l[1], f[2] * l[1], f[3] * l[2]);
		glRotatef(f[0] * l[0], 0, 0, 1);
		glBegin(GL_TRIANGLE_STRIP);
			glTexCoord2f(-0.5f, -0.5f);
			glVertex3f(-aspectRatio*2.0f, -2.0f, 1.25f);
			glTexCoord2f(1.5f, -0.5f);
			glVertex3f(aspectRatio*2.0f, -2.0f, 1.25f);
			glTexCoord2f(-0.5f, 1.5f);
			glVertex3f(-aspectRatio*2.0f, 2.0f, 1.25f);
			glTexCoord2f(1.5f, 1.5f);
			glVertex3f(aspectRatio*2.0f, 2.0f, 1.25f);
		glEnd();
		glPopMatrix();

		glBindTexture(GL_TEXTURE_2D, texName);
	}
	else
		glClear(GL_COLOR_BUFFER_BIT);

	//
	for(i=0; i<dBackground; i++)
		_backwisps[i].drawAsBackground();
	for(i=0; i<dWisps; i++)
		_wisps[i].draw();

	glFlush();
}
コード例 #17
0
static GPUTexture *GPU_texture_create_nD(int w, int h, int n, float *fpixels, int depth, char err_out[256])
{
	GPUTexture *tex;
	GLenum type, format, internalformat;
	void *pixels = NULL;

	if (depth && !GLEW_ARB_depth_texture)
		return NULL;

	tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
	tex->w = w;
	tex->h = h;
	tex->number = -1;
	tex->refcount = 1;
	tex->target = (n == 1)? GL_TEXTURE_1D: GL_TEXTURE_2D;
	tex->depth = depth;

	glGenTextures(1, &tex->bindcode);

	if (!tex->bindcode) {
		if (err_out) {
			BLI_snprintf(err_out, 256, "GPUTexture: texture create failed: %d",
				(int)glGetError());
		}
		else {
			fprintf(stderr, "GPUTexture: texture create failed: %d\n",
				(int)glGetError());
		}
		GPU_texture_free(tex);
		return NULL;
	}

	if (!GPU_non_power_of_two_support()) {
		tex->w = power_of_2_max_i(tex->w);
		tex->h = power_of_2_max_i(tex->h);
	}

	tex->number = 0;
	glBindTexture(tex->target, tex->bindcode);

	if (depth) {
		type = GL_UNSIGNED_BYTE;
		format = GL_DEPTH_COMPONENT;
		internalformat = GL_DEPTH_COMPONENT;
	}
	else {
		type = GL_UNSIGNED_BYTE;
		format = GL_RGBA;
		internalformat = GL_RGBA8;

		if (fpixels)
			pixels = GPU_texture_convert_pixels(w*h, fpixels);
	}

	if (tex->target == GL_TEXTURE_1D) {
		glTexImage1D(tex->target, 0, internalformat, tex->w, 0, format, type, NULL);

		if (fpixels) {
			glTexSubImage1D(tex->target, 0, 0, w, format, type,
				pixels ? pixels : fpixels);

			if (tex->w > w)
				GPU_glTexSubImageEmpty(tex->target, format, w, 0,
					tex->w-w, 1);
		}
	}
	else {
		glTexImage2D(tex->target, 0, internalformat, tex->w, tex->h, 0,
		             format, type, NULL);

		if (fpixels) {
			glTexSubImage2D(tex->target, 0, 0, 0, w, h,
				format, type, pixels ? pixels : fpixels);

			if (tex->w > w)
				GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
			if (tex->h > h)
				GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
		}
	}

	if (pixels)
		MEM_freeN(pixels);

	if (depth) {
		glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
		glTexParameteri(tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
		glTexParameteri(tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);  
	}
	else {
		glTexParameteri(tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}

	if (tex->target != GL_TEXTURE_1D) {
		/* CLAMP_TO_BORDER is an OpenGL 1.3 core feature */
		GLenum wrapmode = (depth || tex->h == 1)? GL_CLAMP_TO_EDGE: GL_CLAMP_TO_BORDER;
		glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, wrapmode);
		glTexParameteri(tex->target, GL_TEXTURE_WRAP_T, wrapmode);

#if 0
		float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
		glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); 
#endif
	}
	else
		glTexParameteri(tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

	return tex;
}
コード例 #18
0
void Texture2D::Init(ImagePullStream &stream)
{
	mTex = 0;
	uint8_t *scanline = 0;
	uint8_t *extendedScanline = 0;
	
	try
	{
		mWidth = stream.GetWidth();
		mHeight = stream.GetHeight();
		
		glGenTextures(1,&mTex);
		CheckGLErrors();
		
		glBindTexture(GL_TEXTURE_2D,mTex);
		CheckGLErrors();
		
		int format;
		switch(stream.GetNumChannels())
		{
		case 1:
			format = GL_LUMINANCE;
			break;
		
		case 3:
			format = GL_RGBA;
			break;
		
		case 4:
			format = GL_RGBA;
			break;
			
		default:
			throw Exception("Unsupported number of channels.");
		}
		
		glTexImage2D(GL_TEXTURE_2D,0,format,mWidth,mHeight,0,format,GL_UNSIGNED_BYTE,0);
		CheckGLErrors();
		
		scanline = new uint8_t[mWidth * stream.GetNumChannels()];
		
		if(stream.GetNumChannels() == 3)
		{
			extendedScanline = new uint8_t[mWidth * 4];
			
			for(int y = 0;y < mHeight;y++)
			{
				stream.StreamScanline(scanline);
				
				uint8_t *readPtr = scanline;
				uint8_t *writePtr = extendedScanline;
				for(int x = 0;x < mWidth;x++)
				{
					for(int i = 0;i < 3;i++)
						*(writePtr++) = *(readPtr++);
					*(writePtr++) = 0xff;
				}
				
				glTexSubImage2D(GL_TEXTURE_2D,0,0,y,mWidth,1,format,GL_UNSIGNED_BYTE,extendedScanline);
				CheckGLErrors();
			}
		}
		else
		{
			for(int y = 0;y < mHeight;y++)
			{
				stream.StreamScanline(scanline);
				glTexSubImage2D(GL_TEXTURE_2D,0,0,y,mWidth,1,format,GL_UNSIGNED_BYTE,scanline);
				CheckGLErrors();
			}
		}
		
		glGenerateMipmap(GL_TEXTURE_2D);
		CheckGLErrors();
		
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		CheckGLErrors();
		
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		CheckGLErrors();
				
		delete [] scanline;
		delete [] extendedScanline;
	}
	catch(...)
	{
		if(mTex)
			glDeleteTextures(1, &mTex);
		delete [] scanline;
		delete [] extendedScanline;
		throw;
	}
}
コード例 #19
0
ファイル: PointMan.cpp プロジェクト: nohal/ocpn_draw_pi
unsigned int PointMan::GetIconTexture( const wxBitmap *pbm, int &glw, int &glh )
{
#ifdef ocpnUSE_GL 
    int index = GetIconIndex( pbm );
    ODMarkIcon *pmi = (ODMarkIcon *) m_pIconArray->Item( index );
    assert(pmi != 0);

    unsigned int *IconTexture;
    switch (m_ColourScheme) {
        case PI_GLOBAL_COLOR_SCHEME_RGB:
            IconTexture = &pmi->icon_texture_RGB;
            break;
        case PI_GLOBAL_COLOR_SCHEME_DAY:
            IconTexture = &pmi->icon_texture_Day;
            break;
        case PI_GLOBAL_COLOR_SCHEME_DUSK:
            IconTexture = &pmi->icon_texture_Dusk;
            break;
        case PI_GLOBAL_COLOR_SCHEME_NIGHT:
            IconTexture = &pmi->icon_texture_Night;
            break;
        default:
            IconTexture = &pmi->icon_texture_Day;
            break;
    }
    if(*IconTexture == 0) {
        /* make rgba texture */       
        glGenTextures(1, IconTexture);
        glBindTexture(GL_TEXTURE_2D, *IconTexture);
                
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );

        wxImage image = pbm->ConvertToImage();
        int w = image.GetWidth(), h = image.GetHeight();
        
        pmi->tex_w = NextPow2(w);
        pmi->tex_h = NextPow2(h);
        
        unsigned char *d = image.GetData();
        unsigned char *a = image.GetAlpha();
            
        unsigned char mr, mg, mb;
        if(!a)
            image.GetOrFindMaskColour( &mr, &mg, &mb );
    
        unsigned char *e = new unsigned char[4 * w * h];
        if(d && e){
            for( int y = 0; y < h; y++ )
                for( int x = 0; x < w; x++ ) {
                    unsigned char r, g, b;
                    int off = ( y * image.GetWidth() + x );
                    r = d[off * 3 + 0];
                    g = d[off * 3 + 1];
                    b = d[off * 3 + 2];
                    
                    e[off * 4 + 0] = r;
                    e[off * 4 + 1] = g;
                    e[off * 4 + 2] = b;
                    
                    e[off * 4 + 3] =  a ? a[off] : ( ( r == mr ) && ( g == mg ) && ( b == mb ) ? 0 : 255 );
                }
        }
    
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, pmi->tex_w, pmi->tex_h,
                     0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
                        GL_RGBA, GL_UNSIGNED_BYTE, e);

        delete [] e;
    }

    glw = pmi->tex_w;
    glh = pmi->tex_h;

    return *IconTexture;
#else
    return 0;
#endif
}
コード例 #20
0
ファイル: GlobalModel.cpp プロジェクト: bigjun/ElasticFusion
void GlobalModel::clean(const Eigen::Matrix4f & pose,
                        const int & time,
                        GPUTexture * indexMap,
                        GPUTexture * vertConfMap,
                        GPUTexture * colorTimeMap,
                        GPUTexture * normRadMap,
                        GPUTexture * depthMap,
                        const float confThreshold,
                        std::vector<float> & graph,
                        const int timeDelta,
                        const float maxDepth,
                        const bool isFern)
{
    assert(graph.size() / 16 < MAX_NODES);

    if(graph.size() > 0)
    {
        //Can be optimised by only uploading new nodes with offset
        glBindTexture(GL_TEXTURE_2D, deformationNodes.texture->tid);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, graph.size(), 1, GL_LUMINANCE, GL_FLOAT, graph.data());
    }

    TICK("Fuse::Copy");
    //Next we copy the new unstable vertices from the newUnstableFid transform feedback into the global map
    unstableProgram->Bind();
    unstableProgram->setUniform(Uniform("time", time));
    unstableProgram->setUniform(Uniform("confThreshold", confThreshold));
    unstableProgram->setUniform(Uniform("scale", (float)IndexMap::FACTOR));
    unstableProgram->setUniform(Uniform("indexSampler", 0));
    unstableProgram->setUniform(Uniform("vertConfSampler", 1));
    unstableProgram->setUniform(Uniform("colorTimeSampler", 2));
    unstableProgram->setUniform(Uniform("normRadSampler", 3));
    unstableProgram->setUniform(Uniform("nodeSampler", 4));
    unstableProgram->setUniform(Uniform("depthSampler", 5));
    unstableProgram->setUniform(Uniform("nodes", (float)(graph.size() / 16)));
    unstableProgram->setUniform(Uniform("nodeCols", (float)NODE_TEXTURE_DIMENSION));
    unstableProgram->setUniform(Uniform("timeDelta", timeDelta));
    unstableProgram->setUniform(Uniform("maxDepth", maxDepth));
    unstableProgram->setUniform(Uniform("isFern", (int)isFern));

    Eigen::Matrix4f t_inv = pose.inverse();
    unstableProgram->setUniform(Uniform("t_inv", t_inv));

    unstableProgram->setUniform(Uniform("cam", Eigen::Vector4f(Intrinsics::getInstance().cx(),
                                                         Intrinsics::getInstance().cy(),
                                                         Intrinsics::getInstance().fx(),
                                                         Intrinsics::getInstance().fy())));
    unstableProgram->setUniform(Uniform("cols", (float)Resolution::getInstance().cols()));
    unstableProgram->setUniform(Uniform("rows", (float)Resolution::getInstance().rows()));

    glBindBuffer(GL_ARRAY_BUFFER, vbos[target].first);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, Vertex::SIZE, 0);

    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, Vertex::SIZE, reinterpret_cast<GLvoid*>(sizeof(Eigen::Vector4f)));

    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, Vertex::SIZE, reinterpret_cast<GLvoid*>(sizeof(Eigen::Vector4f) * 2));

    glEnable(GL_RASTERIZER_DISCARD);

    glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, vbos[renderSource].second);

    glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vbos[renderSource].first);

    glBeginTransformFeedback(GL_POINTS);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, indexMap->texture->tid);

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, vertConfMap->texture->tid);

    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, colorTimeMap->texture->tid);

    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, normRadMap->texture->tid);

    glActiveTexture(GL_TEXTURE4);
    glBindTexture(GL_TEXTURE_2D, deformationNodes.texture->tid);

    glActiveTexture(GL_TEXTURE5);
    glBindTexture(GL_TEXTURE_2D, depthMap->texture->tid);

    glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, countQuery);

    glDrawTransformFeedback(GL_POINTS, vbos[target].second);

    glBindBuffer(GL_ARRAY_BUFFER, newUnstableVbo);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, Vertex::SIZE, 0);

    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, Vertex::SIZE, reinterpret_cast<GLvoid*>(sizeof(Eigen::Vector4f)));

    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, Vertex::SIZE, reinterpret_cast<GLvoid*>(sizeof(Eigen::Vector4f) * 2));

    glDrawTransformFeedback(GL_POINTS, newUnstableFid);

    glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);

    glGetQueryObjectuiv(countQuery, GL_QUERY_RESULT, &count);

    glEndTransformFeedback();

    glDisable(GL_RASTERIZER_DISCARD);

    glBindTexture(GL_TEXTURE_2D, 0);
    glActiveTexture(GL_TEXTURE0);

    glDisableVertexAttribArray(0);
    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(2);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);

    unstableProgram->Unbind();

    std::swap(target, renderSource);

    glFinish();
    TOCK("Fuse::Copy");
}
コード例 #21
0
ファイル: stash.cpp プロジェクト: shammellee/moon9
    stash::sth_glyph* stash::sth_font::get_glyph(unsigned int codepoint, short isize)
    {
        // Find code point and size.
        std::pair<unsigned int,int> key(codepoint, isize);

        if (glyphs.find( key ) != glyphs.end() )
            return &glyphs.find( key )->second;

        // Could not find glyph, create it.
        int advance,lsb,x0,y0,x1,y1;
        int g = stbtt_FindGlyphIndex(&font, codepoint);
        float scale = stbtt_ScaleForPixelHeight(&font, isize/10.0f);
        stbtt_GetGlyphHMetrics(&font, g, &advance, &lsb);
        stbtt_GetGlyphBitmapBox(&font, g, scale,scale, &x0,&y0,&x1,&y1);

        int gw = x1-x0;
        int gh = y1-y0;

        // Find row where the glyph can be fit (vertically first, then horizontally)
        sth_row* br = 0;
        int rh = (gh+7) & ~7;
        for (size_t i = 0; i < rows->size() && !br; ++i)
        {
            if (rows->at(i).h == rh && rows->at(i).x+gw+1 <= tw)
                br = &rows->at(i);
        }

        // If no row found, add new.
        if (br == NULL)
        {
            short py = 0;
            // Check that there is enough space.
            if (rows->size())
            {
                py = rows->back().y + rows->back().h+1;
                if (py+rh > th)
                    return 0;
            }
            // Init and add row
            rows->push_back( sth_row(0,py,rh) );
            br = &rows->back();
        }

        // Init glyph.
        sth_glyph glyph;

        glyph.codepoint = codepoint;
        glyph.size = isize;
        glyph.x0 = br->x;
        glyph.y0 = br->y;
        glyph.x1 = glyph.x0+gw;
        glyph.y1 = glyph.y0+gh;
        glyph.xadv = scale * advance;
        glyph.xoff = (float)x0;
        glyph.yoff = (float)y0;

//                glyphs[ key ] = glyphs[ key ];
        glyphs[ key ] = glyph;

        // Advance row location.
        br->x += gw+1;

        // Rasterize
        std::vector< unsigned char > bmp(gw*gh);
        if( bmp.size() )
        {
            stbtt_MakeGlyphBitmap(&font, &bmp[0], gw,gh,gw, scale,scale, g);

            // Update texture
            glBindTexture(GL_TEXTURE_2D, tex);
            glPixelStorei(GL_UNPACK_ALIGNMENT,1);
            glTexSubImage2D(GL_TEXTURE_2D, 0, glyph.x0,glyph.y0, gw,gh, GL_ALPHA,GL_UNSIGNED_BYTE,&bmp[0]);
        }

        return &glyphs[ key ];
    }
コード例 #22
0
/*
========================
idImage::SubImageUpload
========================
*/
void idImage::SubImageUpload( int mipLevel, int x, int y, int z, int width, int height, const void* pic, int pixelPitch ) const
{
	assert( x >= 0 && y >= 0 && mipLevel >= 0 && width >= 0 && height >= 0 && mipLevel < opts.numLevels );
	
	int compressedSize = 0;
	
	if( IsCompressed() )
	{
		assert( !( x & 3 ) && !( y & 3 ) );
		
		// compressed size may be larger than the dimensions due to padding to quads
		int quadW = ( width + 3 ) & ~3;
		int quadH = ( height + 3 ) & ~3;
		compressedSize = quadW * quadH * BitsForFormat( opts.format ) / 8;
		
		int padW = ( opts.width + 3 ) & ~3;
		int padH = ( opts.height + 3 ) & ~3;
		
		assert( x + width <= padW && y + height <= padH );
		// upload the non-aligned value, OpenGL understands that there
		// will be padding
		if( x + width > opts.width )
		{
			width = opts.width - x;
		}
		if( y + height > opts.height )
		{
			height = opts.height - x;
		}
	}
	else
	{
		assert( x + width <= opts.width && y + height <= opts.height );
	}
	
	int target;
	int uploadTarget;
	if( opts.textureType == TT_2D )
	{
		target = GL_TEXTURE_2D;
		uploadTarget = GL_TEXTURE_2D;
	}
	else if( opts.textureType == TT_CUBIC )
	{
		target = GL_TEXTURE_CUBE_MAP;
		uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + z;
	}
	else
	{
		assert( !"invalid opts.textureType" );
		target = GL_TEXTURE_2D;
		uploadTarget = GL_TEXTURE_2D;
	}
	
	glBindTexture( target, texnum );
	
	if( pixelPitch != 0 )
	{
		glPixelStorei( GL_UNPACK_ROW_LENGTH, pixelPitch );
	}
	if( opts.format == FMT_RGB565 )
	{
		glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_TRUE );
	}
#ifdef DEBUG
	GL_CheckErrors();
#endif
	if( IsCompressed() )
	{
		glCompressedTexSubImage2D( uploadTarget, mipLevel, x, y, width, height, internalFormat, compressedSize, pic );
	}
	else
	{
	
		// make sure the pixel store alignment is correct so that lower mips get created
		// properly for odd shaped textures - this fixes the mip mapping issues with
		// fonts
		int unpackAlignment = width * BitsForFormat( ( textureFormat_t )opts.format ) / 8;
		if( ( unpackAlignment & 3 ) == 0 )
		{
			glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
		}
		else
		{
			glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
		}
		
		glTexSubImage2D( uploadTarget, mipLevel, x, y, width, height, dataFormat, dataType, pic );
	}
#ifdef DEBUG
	GL_CheckErrors();
#endif
	if( opts.format == FMT_RGB565 )
	{
		glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
	}
	if( pixelPitch != 0 )
	{
		glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
	}
}
コード例 #23
0
ファイル: SpriteFont.cpp プロジェクト: MentisaurusRex/Snicker
    SpriteFont::SpriteFont(const char* font, int size, char cs, char ce) {
        // Initialize SDL_ttf
        if (!TTF_WasInit()) {
            TTF_Init();
        }
        TTF_Font* f = TTF_OpenFont(font, size);
        if (f == nullptr) {
            fprintf(stderr, "Failed to open TTF font %s\n", font);
            fflush(stderr);
            throw 281;
        }
        _fontHeight = TTF_FontHeight(f);
        _regStart = cs;
        _regLength = ce - cs + 1;
        int padding = size / 8;

        // First neasure all the regions
        glm::ivec4* glyphRects = new glm::ivec4[_regLength];
        int i = 0, advance;
        for (char c = cs; c <= ce; c++) {
            TTF_GlyphMetrics(f, c, &glyphRects[i].x, &glyphRects[i].z, &glyphRects[i].y, &glyphRects[i].w, &advance);
            glyphRects[i].z -= glyphRects[i].x;
            glyphRects[i].x = 0;
            glyphRects[i].w -= glyphRects[i].y;
            glyphRects[i].y = 0;
            i++;
        }

        // Find best partitioning of glyphs
        int rows = 1, w, h, bestWidth = 0, bestHeight = 0, area = MAX_TEXTURE_RES * MAX_TEXTURE_RES, bestRows = 0;
        std::vector<int>* bestPartition = nullptr;
        while (rows <= _regLength) {
            h = rows * (padding + _fontHeight) + padding;
            auto gr = createRows(glyphRects, _regLength, rows, padding, w);

            // Desire a power of 2 texture
            w = closestPow2(w);
            h = closestPow2(h);

            // A texture must be feasible
            if (w > MAX_TEXTURE_RES || h > MAX_TEXTURE_RES) {
                rows++;
                delete[] gr;
                continue;
            }

            // Check for minimal area
            if (area >= w * h) {
                if (bestPartition) delete[] bestPartition;
                bestPartition = gr;
                bestWidth = w;
                bestHeight = h;
                bestRows = rows;
                area = bestWidth * bestHeight;
                rows++;
            } else {
                delete[] gr;
                break;
            }
        }

        // Can a bitmap font be made?
        if (!bestPartition) {
            fprintf(stderr, "Failed to Map TTF font %s to texture. Try lowering resolution.\n", font);
            fflush(stderr);
            throw 282;
        }
        // Create the texture
        glGenTextures(1, &_texID);
        glBindTexture(GL_TEXTURE_2D, _texID);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bestWidth, bestHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);

        // 'w draw all the glyphs
        SDL_Color fg = { 255, 255, 255, 255 };
        int ly = padding;
        for (int ri = 0; ri < bestRows; ri++) {
            int lx = padding;
            for (size_t ci = 0; ci < bestPartition[ri].size(); ci++) {
                int gi = bestPartition[ri][ci];

                SDL_Surface* glyphSurface = TTF_RenderGlyph_Blended(f, (char)(cs + gi), fg);

                // Pre-multiplication occurs here
                unsigned char* sp = (unsigned char*)glyphSurface->pixels;
                int cp = glyphSurface->w * glyphSurface->h * 4;
                for (int i = 0; i < cp; i += 4) {
                    float a = sp[i + 3] / 255.0f;
                    sp[i] *= a;
                    sp[i + 1] = sp[i];
                    sp[i + 2] = sp[i];
                }

                // Save glyph image and update coordinates
                glTexSubImage2D(GL_TEXTURE_2D, 0, lx, bestHeight - ly - 1 - glyphSurface->h, glyphSurface->w, glyphSurface->h, GL_BGRA, GL_UNSIGNED_BYTE, glyphSurface->pixels);
                glyphRects[gi].x = lx;
                glyphRects[gi].y = ly;
                glyphRects[gi].z = glyphSurface->w;
                glyphRects[gi].w = glyphSurface->h;

                SDL_FreeSurface(glyphSurface);
                glyphSurface = nullptr;

                lx += glyphRects[gi].z + padding;
            }
            ly += _fontHeight + padding;
        }

        // Draw the unsupported glyph
        int rs = padding - 1;
        int* pureWhiteSquare = new int[rs * rs];
        memset(pureWhiteSquare, 0xffffffff, rs * rs * sizeof(int));
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rs, rs, GL_RGBA, GL_UNSIGNED_BYTE, pureWhiteSquare);
        delete[] pureWhiteSquare;
        pureWhiteSquare = nullptr;

        // Set some texture parameters
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

        // Create spriteBatch glyphs
        _glyphs = new CharGlyph[_regLength + 1];
        for (i = 0; i < _regLength; i++) {
            _glyphs[i].character = (char)(cs + i);
            _glyphs[i].size = glm::vec2(glyphRects[i].z, glyphRects[i].w);
            _glyphs[i].uvRect = glm::vec4(
                (float)glyphRects[i].x / (float)bestWidth,
                (float)glyphRects[i].y / (float)bestHeight,
                (float)glyphRects[i].z / (float)bestWidth,
                (float)glyphRects[i].w / (float)bestHeight
                );
        }
        _glyphs[_regLength].character = ' ';
        _glyphs[_regLength].size = _glyphs[0].size;
        _glyphs[_regLength].uvRect = glm::vec4(0, 0, (float)rs / (float)bestWidth, (float)rs / (float)bestHeight);

        glBindTexture(GL_TEXTURE_2D, 0);
        delete[] glyphRects;
        delete[] bestPartition;
        TTF_CloseFont(f);
    }
コード例 #24
0
ファイル: Texture.cpp プロジェクト: LittleWhite-tb/PaciWar
bool Texture::loadFromImage(const Image& image, const IntRect& area)
{
    // Retrieve the image size
    int width = static_cast<int>(image.getSize().x);
    int height = static_cast<int>(image.getSize().y);

    // Load the entire image if the source area is either empty or contains the whole image
    if (area.width == 0 || (area.height == 0) ||
            ((area.left <= 0) && (area.top <= 0) && (area.width >= width) && (area.height >= height)))
    {
        // Load the entire image
        if (create(image.getSize().x, image.getSize().y))
        {
            update(image);

            // Force an OpenGL flush, so that the texture will appear updated
            // in all contexts immediately (solves problems in multi-threaded apps)
            glCheck(glFlush());

            return true;
        }
        else
        {
            return false;
        }
    }
    else
    {
        // Load a sub-area of the image

        // Adjust the rectangle to the size of the image
        IntRect rectangle = area;
        if (rectangle.left   < 0) rectangle.left = 0;
        if (rectangle.top    < 0) rectangle.top  = 0;
        if (rectangle.left + rectangle.width > width)  rectangle.width  = width - rectangle.left;
        if (rectangle.top + rectangle.height > height) rectangle.height = height - rectangle.top;

        // Create the texture and upload the pixels
        if (create(rectangle.width, rectangle.height))
        {
            // Make sure that the current texture binding will be preserved
            priv::TextureSaver save;

            // Copy the pixels to the texture, row by row
            const Uint8* pixels = image.getPixelsPtr() + 4 * (rectangle.left + (width * rectangle.top));
            glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
            for (int i = 0; i < rectangle.height; ++i)
            {
                glCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i, rectangle.width, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
                pixels += 4 * width;
            }

            // Force an OpenGL flush, so that the texture will appear updated
            // in all contexts immediately (solves problems in multi-threaded apps)
            glCheck(glFlush());

            return true;
        }
        else
        {
            return false;
        }
    }
}
コード例 #25
0
ファイル: pbo.c プロジェクト: chemecse/piglit
enum piglit_result
test_tex_sub_image(void *null)
{
	GLuint pbs[1];
	GLfloat t[TEXSIZE * TEXSIZE * 3];
	int i, j;
	int use_unpack = 0;
	GLfloat green[3] = { 0.0, 1.0, 0.0 };
	GLfloat black[3] = { 0.0, 0.0, 0.0 };
	GLfloat *pbo_mem = NULL;
	GLfloat buf[WINSIZE * WINSIZE * 3];
	bool pass = true;
	GLfloat expected[WINSIZE * WINSIZE * 3];
	GLfloat tolerance[4];
	piglit_compute_probe_tolerance(GL_RGB, &tolerance[0]);

	glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
	glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);

	for (use_unpack = 0; use_unpack < 2; use_unpack++) {
		pbo_mem = NULL;
		glClearColor(0.0, 0.0, 0.0, 1.0);
		glClear(GL_COLOR_BUFFER_BIT);

		if (use_unpack) {
			glGenBuffersARB(1, pbs);
			glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbs[0]);
			glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB,
					TEXSIZE * TEXSIZE * 3 *
					sizeof(GLfloat), NULL, GL_STREAM_DRAW);
			glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
		}

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEXSIZE, TEXSIZE, 0, GL_RGB,
						 GL_FLOAT, NULL);

		if (use_unpack) {
			glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbs[0]);
			pbo_mem = (GLfloat *) glMapBufferARB(
					GL_PIXEL_UNPACK_BUFFER_ARB,
					GL_WRITE_ONLY);
		}
		else {
			pbo_mem = t;
		}

		for (i = 0; i < TEXSIZE * TEXSIZE; i++) {
			pbo_mem[3 * i] = 0.0;
			pbo_mem[3 * i + 1] = 1.0;
			pbo_mem[3 * i + 2] = 0.0;
		}

		if (use_unpack) {
			glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEXSIZE,
					TEXSIZE, GL_RGB, GL_FLOAT, NULL);
			glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
		}
		else
			glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEXSIZE,
					TEXSIZE, GL_RGB, GL_FLOAT, pbo_mem);

		glEnable(GL_TEXTURE_2D);
		glBegin(GL_POLYGON);
		glTexCoord2f(0, 0);
		glVertex2f(0, 0);
		glTexCoord2f(1, 0);
		glVertex2f(10, 0);
		glTexCoord2f(1, 1);
		glVertex2f(10, 10);
		glTexCoord2f(0, 1);
		glVertex2f(0, 10);
		glEnd();
		glDisable(GL_TEXTURE_2D);

		glReadPixels(0, 0, WINSIZE, WINSIZE, GL_RGB, GL_FLOAT, buf);

		for (j = 0; j < WINSIZE; j++) {
			for (i = 0; i < WINSIZE; i++) {
				int idx = (j * WINSIZE + i) * 3;
				if (i < 10 && j < 10) {
					expected[idx + 0] = green[0];
					expected[idx + 1] = green[1];
					expected[idx + 2] = green[2];
				}
				else {
					expected[idx + 0] = black[0];
					expected[idx + 1] = black[1];
					expected[idx + 2] = black[2];
				}
			}
		}
		pass &= piglit_compare_images_color(0, 0, WINSIZE,
						    WINSIZE, 3, tolerance,
						    expected, buf);
	}

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
コード例 #26
0
ファイル: videosurface.cpp プロジェクト: 4myPAL/qTox
void VideoSurface::paintGL()
{
    mutex.lock();
    VideoFrame currFrame = frame;
    frame.invalidate();
    mutex.unlock();

    if (currFrame.isValid() && res != currFrame.resolution)
    {
        res = currFrame.resolution;

        // delete old texture
        if (textureId != 0)
            glDeleteTextures(1, &textureId);

        // a texture used to render the pbo (has the match the pixelformat of the source)
        glGenTextures(1,&textureId);
        glBindTexture(GL_TEXTURE_2D, textureId);
        glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, res.width(), res.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    }

    if (currFrame.isValid())
    {
        pboIndex = (pboIndex + 1) % 2;
        int nextPboIndex = (pboIndex + 1) % 2;

        if (pboAllocSize != currFrame.frameData.size())
        {
            qDebug() << "VideoSurface: Resize pbo " << currFrame.frameData.size() << "(" << currFrame.resolution << ")" << "bytes (before" << pboAllocSize << ")";

            pbo[0]->bind();
            pbo[0]->allocate(currFrame.frameData.size());
            pbo[0]->release();

            pbo[1]->bind();
            pbo[1]->allocate(currFrame.frameData.size());
            pbo[1]->release();

            pboAllocSize = currFrame.frameData.size();
        }


        pbo[pboIndex]->bind();
        glBindTexture(GL_TEXTURE_2D, textureId);
        glTexSubImage2D(GL_TEXTURE_2D,0,0,0, res.width(), res.height(), GL_RGB, GL_UNSIGNED_BYTE, 0);
        pbo[pboIndex]->unmap();
        pbo[pboIndex]->release();

        // transfer data
        pbo[nextPboIndex]->bind();
        void* ptr = pbo[nextPboIndex]->map(QOpenGLBuffer::WriteOnly);
        if (ptr)
            memcpy(ptr, currFrame.frameData.data(), currFrame.frameData.size());
        pbo[nextPboIndex]->unmap();
        pbo[nextPboIndex]->release();
    }

    // background
    glClearColor(0, 0, 0, 1);
    glClear(GL_COLOR_BUFFER_BIT);

    // keep aspect ratio
    float aspectRatio = float(res.width()) / float(res.height());
    if (width() < float(height()) * aspectRatio)
    {
        float h = float(width()) / aspectRatio;
        glViewport(0, (height() - h)*0.5f, width(), h);
    }
    else
    {
        float w = float(height()) * float(aspectRatio);
        glViewport((width() - w)*0.5f, 0, w, height());
    }

    QOpenGLShaderProgram* programm = nullptr;
    switch (frame.format)
    {
    case VideoFrame::YUV:
        programm = yuvProgramm;
        break;
    case VideoFrame::BGR:
        programm = bgrProgramm;
        break;
    default:
        break;
    }

    if (programm)
    {
        // render pbo
        static float values[] = {
            -1, -1,
            1, -1,
            -1, 1,
            1, 1
        };

        programm->bind();
        programm->setAttributeArray(0, GL_FLOAT, values, 2);
        programm->enableAttributeArray(0);
    }

    glBindTexture(GL_TEXTURE_2D, textureId);

    //draw fullscreen quad
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    glBindTexture(GL_TEXTURE_2D, 0);

    if (programm)
    {
        programm->disableAttributeArray(0);
        programm->release();
    }
}
コード例 #27
0
ファイル: ofTexture.cpp プロジェクト: 3snail/openFrameworks
//----------------------------------------------------------
void ofTexture::loadData(void * data, int w, int h, int glFormat){
	
	//	can we allow for uploads bigger then texture and
	//	just take as much as the texture can?
	//
	//	ie:
	//	int uploadW = MIN(w, tex_w);
	//	int uploadH = MIN(h, tex_h);
	//  but with a "step" size of w?
	// 	check "glTexSubImage2D"
	texData.glType = glFormat;
	
	/*if(glFormat!=texData.glType) {
		ofLogError() << "ofTexture::loadData() failed to upload format " <<  ofGetGlInternalFormatName(glFormat) << " data to " << ofGetGlInternalFormatName(texData.glType) << " texture" <<endl;
		return;
	}*/
	
	if(w > texData.tex_w || h > texData.tex_h) {
		ofLogError() << "ofTexture::loadData() failed to upload " <<  w << "x" << h << " data to " << texData.tex_w << "x" << texData.tex_h << " texture";
		return;
	}
	
	// update our size with the new dimensions
	texData.width = w;
	texData.height = h;
	
	// compute new tex co-ords based on the ratio of data's w, h to texture w,h;
#ifndef TARGET_OPENGLES
	if (texData.textureTarget == GL_TEXTURE_RECTANGLE_ARB){
		texData.tex_t = w;
		texData.tex_u = h;
	} else 
#endif
	{
		texData.tex_t = (float)(w) / (float)texData.tex_w;
		texData.tex_u = (float)(h) / (float)texData.tex_h;
	}
	
	
	// 	ok this is an ultra annoying bug :
	// 	opengl texels and linear filtering -
	// 	when we have a sub-image, and we scale it
	// 	we can clamp the border pixels to the border,
	//  but the borders of the sub image get mixed with
	//  neighboring pixels...
	//  grr...
	//
	//  the best solution would be to pad out the image
	// 	being uploaded with 2 pixels on all sides, and
	//  recompute tex_t coordinates..
	//  another option is a gl_arb non pow 2 textures...
	//  the current hack is to alter the tex_t, tex_u calcs, but
	//  that makes the image slightly off...
	//  this is currently being done in draw...
	//
	// 	we need a good solution for this..
	//
	//  http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=3;t=014770#000001
	//  http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic;f=3;t=014770#000001
	
	//------------------------ likely, we are uploading continuous data
	GLint prevAlignment;
	glGetIntegerv(GL_UNPACK_ALIGNMENT, &prevAlignment);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	
	
	//Sosolimited: texture compression
	if (texData.compressionType == OF_COMPRESS_NONE) {
		//STANDARD openFrameworks: no compression
		
		//update the texture image: 
		glEnable(texData.textureTarget);
		glBindTexture(texData.textureTarget, (GLuint) texData.textureID);
 		glTexSubImage2D(texData.textureTarget, 0, 0, 0, w, h, texData.glType, texData.pixelType, data);
		glDisable(texData.textureTarget);
	} else {
		//SOSOLIMITED: setup mipmaps and use compression
		//TODO: activate at least mimaps for OPENGL_ES
		//need proper tex_u and tex_t positions, with mipmaps they are the nearest power of 2
#ifndef TARGET_OPENGLES		
		if (texData.textureTarget == GL_TEXTURE_RECTANGLE_ARB){
			
			//need to find closest powers of two
			int last_h = ofNextPow2(texData.height)>>1;
			int next_h = ofNextPow2(texData.height);
			if ((texData.height - last_h) < (next_h - texData.height)) texData.tex_u = last_h;
			else texData.tex_u = next_h;
			
			int last_w = ofNextPow2(texData.width)>>1;
			int next_w = ofNextPow2(texData.width);
			if ((texData.width - last_w) < (next_w - texData.width)) texData.tex_t = last_w;
			else texData.tex_t = next_w;
			
			//printf("ofTexture::loadData w:%.1f, h:%.1f, tex_t:%.1f, tex_u:%.1f \n", texData.width,texData.height,texData.tex_t,texData.tex_u);
		}
#endif
		glEnable(texData.textureTarget);
		glBindTexture(texData.textureTarget, (GLuint)texData.textureID);
		
		glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
		glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifndef TARGET_OPENGLES		
		glTexParameteri(texData.textureTarget, GL_GENERATE_MIPMAP_SGIS, true);
#endif
		glTexParameteri( texData.textureTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri( texData.textureTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri( texData.textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri( texData.textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2);
		
		
#ifndef TARGET_OPENGLES		
		//using sRGB compression
		if (texData.compressionType == OF_COMPRESS_SRGB)
		{
			if(texData.glType == GL_RGBA)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_SRGB_ALPHA, w, h, texData.glType, texData.pixelType, data);
			
			else if(texData.glType == GL_RGB)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_SRGB_ALPHA, w, h, texData.glType, texData.pixelType, data);
			
			else if(texData.glType == GL_LUMINANCE_ALPHA)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_SRGB_ALPHA, w, h, texData.glType, texData.pixelType, data);
			
			else if(texData.glType == GL_LUMINANCE)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_SRGB_ALPHA, w, h, texData.glType, texData.pixelType, data);
		}
		
		//using ARB compression: default
		else
		{
			if(texData.glType == GL_RGBA)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_RGBA_ARB, w, h, texData.glType, texData.pixelType, data);
			
			else if(texData.glType == GL_RGB)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_RGB_ARB, w, h, texData.glType, texData.pixelType, data);
			
			else if(texData.glType == GL_LUMINANCE_ALPHA)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_LUMINANCE_ALPHA_ARB, w, h, texData.glType, texData.pixelType, data);
			
			else if(texData.glType == GL_LUMINANCE)
				gluBuild2DMipmaps(texData.textureTarget, GL_COMPRESSED_LUMINANCE_ARB, w, h, texData.glType, texData.pixelType, data);
		}
#endif
		
		
		glDisable(texData.textureTarget);
		
	}
コード例 #28
0
ファイル: gl1.c プロジェクト: Themaister/RetroArch
static void draw_tex(gl1_t *gl1, int pot_width, int pot_height, int width, int height, GLuint tex, const void *frame_to_copy)
{
   /* FIXME: For now, everything is uploaded as BGRA8888, I could not get 444 or 555 to work, and there is no 565 support in GL 1.1 either. */
   GLint internalFormat = GL_RGBA8;
   GLenum format = (gl1->supports_bgra ? GL_BGRA_EXT : GL_RGBA);
   GLenum type = GL_UNSIGNED_BYTE;

   glDisable(GL_DEPTH_TEST);
   glDisable(GL_CULL_FACE);
   glDisable(GL_STENCIL_TEST);
   glDisable(GL_SCISSOR_TEST);
   glEnable(GL_TEXTURE_2D);

   /* multi-texture not part of GL 1.1 */
   /*glActiveTexture(GL_TEXTURE0);*/

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   glPixelStorei(GL_UNPACK_ROW_LENGTH, pot_width);
   glBindTexture(GL_TEXTURE_2D, tex);

   /* TODO: We could implement red/blue swap if client GL does not support BGRA... but even MS GDI Generic supports it */
   glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, pot_width, pot_height, 0, format, type, NULL);
   glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, frame_to_copy);

   if (tex == gl1->tex)
   {
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (gl1->smooth ? GL_LINEAR : GL_NEAREST));
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (gl1->smooth ? GL_LINEAR : GL_NEAREST));
   }
   else if (tex == gl1->menu_tex)
   {
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (gl1->menu_smooth ? GL_LINEAR : GL_NEAREST));
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (gl1->menu_smooth ? GL_LINEAR : GL_NEAREST));
   }

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

   glMatrixMode(GL_PROJECTION);
   glPushMatrix();
   glLoadIdentity();

   glMatrixMode(GL_MODELVIEW);
   glPushMatrix();
   glLoadIdentity();

   /* stock coord set does not handle POT, disable for now */
   /*glEnableClientState(GL_COLOR_ARRAY);
   glEnableClientState(GL_VERTEX_ARRAY);
   glEnableClientState(GL_TEXTURE_COORD_ARRAY);

   glColorPointer(4, GL_FLOAT, 0, gl1->coords.color);
   glVertexPointer(2, GL_FLOAT, 0, gl1->coords.vertex);
   glTexCoordPointer(2, GL_FLOAT, 0, gl1->coords.tex_coord);

   glDrawArrays(GL_TRIANGLES, 0, gl1->coords.vertices);

   glDisableClientState(GL_TEXTURE_COORD_ARRAY);
   glDisableClientState(GL_VERTEX_ARRAY);
   glDisableClientState(GL_COLOR_ARRAY);*/

   if (gl1->rotation && tex == gl1->tex)
      glRotatef(gl1->rotation, 0.0f, 0.0f, 1.0f);

   glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

   glBegin(GL_QUADS);

   {
      float tex_BL[2] = {0.0f, 0.0f};
      float tex_BR[2] = {1.0f, 0.0f};
      float tex_TL[2] = {0.0f, 1.0f};
      float tex_TR[2] = {1.0f, 1.0f};
      float *tex_mirror_BL = tex_TL;
      float *tex_mirror_BR = tex_TR;
      float *tex_mirror_TL = tex_BL;
      float *tex_mirror_TR = tex_BR;
      float norm_width = (1.0f / (float)pot_width) * (float)width;
      float norm_height = (1.0f / (float)pot_height) * (float)height;

      /* remove extra POT padding */
      tex_mirror_BR[0] = norm_width;
      tex_mirror_TR[0] = norm_width;

      /* normally this would be 1.0 - height, but we're drawing upside-down */
      tex_mirror_BL[1] = norm_height;
      tex_mirror_BR[1] = norm_height;

      glTexCoord2f(tex_mirror_BL[0], tex_mirror_BL[1]);
      glVertex2f(-1.0f, -1.0f);

      glTexCoord2f(tex_mirror_TL[0], tex_mirror_TL[1]);
      glVertex2f(-1.0f, 1.0f);

      glTexCoord2f(tex_mirror_TR[0], tex_mirror_TR[1]);
      glVertex2f(1.0f, 1.0f);

      glTexCoord2f(tex_mirror_BR[0], tex_mirror_BR[1]);
      glVertex2f(1.0f, -1.0f);
   }

   glEnd();

   glMatrixMode(GL_MODELVIEW);
   glPopMatrix();
   glMatrixMode(GL_PROJECTION);
   glPopMatrix();
}
コード例 #29
0
		void display()
		{
			mMediaSource->idle();

			// Check whether the texture needs to be recreated.
			if(mMediaSource->textureValid())
			{
				if(
					(mAppTextureWidth != mMediaSource->getTextureWidth() ||	mAppTextureHeight != mMediaSource->getTextureHeight()) &&
					(mAppWindowWidth == mMediaSource->getWidth() && mAppWindowHeight == mMediaSource->getHeight())
				)
				{
					// Attempt to (re)create the texture
					createTexture();
				}
			}
						
			// clear screen
			glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

			glLoadIdentity();
			
			if(mAppTexture != 0)
			{
				// use the browser texture
				glBindTexture( GL_TEXTURE_2D, mAppTexture );

				// If dirty, update the texture.
				LLRect dirtyRect;
				if(!mMediaSource->textureValid())
				{
//					LL_DEBUGS("media_plugin_test") << "Resize in progress, skipping update..." << LL_ENDL;
				}
				else if(mAppWindowWidth != mMediaSource->getWidth() || mAppWindowHeight != mMediaSource->getHeight())
				{
					// A resize is in progress.  Just wait for it...
				}
				else if(mMediaSource->getDirty(&dirtyRect))
				{
					// grab the page
					const unsigned char* pixels = mMediaSource->getBitsData();
					if ( pixels )
					{
						// write them into the texture
						
						// Paranoia: intersect dirtyRect with (0, 0, mAppTextureWidth, mAppTextureHeight)?

						int x_offset = dirtyRect.mLeft;
						int y_offset = dirtyRect.mBottom;
						int width = dirtyRect.mRight - dirtyRect.mLeft;
						int height = dirtyRect.mTop - dirtyRect.mBottom;

						LL_DEBUGS("media_plugin_test") << "Updating, dirty rect is (" 
							<< dirtyRect.mLeft << ", " 
							<< dirtyRect.mTop << ", " 
							<< dirtyRect.mRight << ", " 
							<< dirtyRect.mBottom << "), update params are: (" 
							<< x_offset << ", " 
							<< y_offset << ", " 
							<< width << ", " 
							<< height << ")" 
							<< LL_ENDL; 
						
						// Offset the pixels pointer properly
						pixels += (y_offset * mMediaSource->getTextureDepth() * mMediaSource->getTextureWidth());
						pixels += (x_offset * mMediaSource->getTextureDepth());
						
						glPixelStorei(GL_UNPACK_ROW_LENGTH, mMediaSource->getTextureWidth());
						
						glTexSubImage2D( GL_TEXTURE_2D, 0, 
							x_offset, 
							y_offset,
							width, 
							height,
							mMediaSource->getTextureFormatPrimary(), 
							mMediaSource->getTextureFormatType(), 
							pixels );
						
						mMediaSource->resetDirty();
					}
				}
				
				// scale the texture so that it fits the screen
				GLdouble media_texture_x = mAppWindowWidth / (double)mAppTextureWidth;
				GLdouble media_texture_y = mAppWindowHeight / (double)mAppTextureHeight;

				// draw the single quad full screen (orthographic)

				glEnable( GL_TEXTURE_2D );
				glColor3f( 1.0f, 1.0f, 1.0f );
				glBegin( GL_QUADS );
				if(mAppTextureCoordsOpenGL)
				{
					// Render the texture as per opengl coords (where 0,0 is at the lower left)
					glTexCoord2d( 0, 0 );
					glVertex2d( 0, 0 );

					glTexCoord2d( 0 , media_texture_y );
					glVertex2d( 0, mAppWindowHeight);

					glTexCoord2d( media_texture_x, media_texture_y );
					glVertex2d( mAppWindowWidth , mAppWindowHeight);

					glTexCoord2d( media_texture_x, 0 );
					glVertex2d( mAppWindowWidth, 0 );
				}
				else
				{
					// Render the texture the "other way round" (where 0,0 is at the upper left)
					glTexCoord2d( 0, media_texture_y );
					glVertex2d( 0, 0 );

					glTexCoord2d( 0 , 0 );
					glVertex2d( 0, mAppWindowHeight);

					glTexCoord2d( media_texture_x, 0 );
					glVertex2d( mAppWindowWidth , mAppWindowHeight);

					glTexCoord2d( media_texture_x, media_texture_y );
					glVertex2d( mAppWindowWidth, 0 );
				}
				glEnd();

			}
			
			glutSwapBuffers();
		};
コード例 #30
0
void GraphicsContext3D::texSubImage2D(GC3Denum target, GC3Dint level, GC3Dint xoff, GC3Dint yoff, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, const void* pixels)
{
    makeContextCurrent();
    glTexSubImage2D(target, level, xoff, yoff, width, height, format, type, pixels);
}