예제 #1
0
void LoadTextureAMT::processGPU_Texture2D()
{
    ImageReader* reader = m_imageReaders[0];
    if(!reader)
    {
        return;
    }

    glActiveTexture(GL_TEXTURE0);
    glGenTextures(1, &m_textureId);
    glBindTexture(m_target, m_textureId);

    int levels;
    if(m_loadMipmaps)
    {
        levels = reader->getLevelAmount();

        if(levels == 1)
        {
            // If need mipmaps and image has only base level, set number of mipmap levels to generate
            levels = gmath::imageLevelCount(reader->getWidth(0), reader->getHeight(0), 1);
        }
    }
    else
    {
        levels = 1;
    }

    glTexStorage2D(m_target, levels, m_imageGLFormat, reader->getWidth(0), reader->getHeight(0));

    for(int i = 0; i < reader->getLevelAmount(); i++)
    {
        if(reader->isCompressedFormat())
        {
            glCompressedTexSubImage2D(m_target, i, 0, 0, reader->getWidth(i), reader->getHeight(i), reader->getFormat(), reader->getLevelSize(i), reader->getData(i));
        }
        else
        {
            glTexSubImage2D(m_target, i, 0, 0, reader->getWidth(i), reader->getHeight(i), reader->getFormat(), GL_UNSIGNED_BYTE, reader->getData(i));
        }
    }

    glTexParameteri(m_target, GL_TEXTURE_BASE_LEVEL, 0);

    if((reader->getLevelAmount() == 1) && m_loadMipmaps)
    {
        glGenerateMipmap(m_target);
    }

    if(m_loadMipmaps)
    {
        glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    }
    else
    {
        glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0);
    }

    // Anisotropy filtering
    float maximumAnistropy;
    glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maximumAnistropy);
    glTexParameterf(m_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, maximumAnistropy);
    glBindTexture(m_target, 0);

    utils::deleteAndNull(reader);
    m_imageReaders[0] = nullptr;

    m_context->m_target = m_target;
    m_context->m_textureId = m_textureId;
}
예제 #2
0
C2DTextureResource::C2DTextureResource(const std::string &filePath, const int flags) : CTextureResource(filePath)
{
    GLenum iFormat;
    int levels;
	//uint32_t size;
    ImageReader *img;

    m_textureId = 0;
    m_target = GL_TEXTURE_2D;
    m_type = ETT_TEX2D;

    // Fail loading if given extension is not supported.
    if((img = getImageFileByExtension(filePath)) == 0) { return; }

    // Fail loading if loaded file was invalid.
    if(!img->isValid()) { return; }

    iFormat = img->getOpenGLInternalFormat(flags);

    glActiveTexture(GL_TEXTURE0);
    glGenTextures(1, &m_textureId);
    glBindTexture(m_target, m_textureId);

    if(flags & ETF_MIPMAPS)
    {
        levels = img->getLevelAmount();

		if(levels == 1)
		{
            // If need mipmaps and image has only base level, set number of mipmap levels to generate
            levels = gmath::imageLevelCount(img->getWidth(0), img->getHeight(0), 1);
		}
    }
    else
    {
        levels = 1;
    }

	glTexStorage2D(m_target, levels, iFormat, img->getWidth(0), img->getHeight(0));

    for(int i = 0; i < img->getLevelAmount(); i++)
    {
        if(img->isCompressedFormat())
        {
            glCompressedTexSubImage2D(m_target, i, 0, 0, img->getWidth(i), img->getHeight(i), img->getFormat(), img->getLevelSize(i), img->getData(i));
        }
        else
        {
            glTexSubImage2D(m_target, i, 0, 0, img->getWidth(i), img->getHeight(i), img->getFormat(), GL_UNSIGNED_BYTE, img->getData(i));
        }
    }

	glTexParameteri(m_target, GL_TEXTURE_BASE_LEVEL, 0);

	if((img->getLevelAmount() == 1) && (flags & ETF_MIPMAPS))
	{
        glGenerateMipmap(m_target);
	}

	if(flags & ETF_MIPMAPS)
	{
		glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
		glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}
    else
    {
        glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0);
	}

    // Anisotropy filtering
	float maximumAnistropy;
	glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maximumAnistropy);
	glTexParameterf(m_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, maximumAnistropy);

	//size = approxSize(iFormat, img->getXBlocks(0), img->getYBlocks(0), 1, flags & ETF_MIPMAPS);

    glBindTexture(m_target, 0);

    delete img;

    m_loaded = true;
}