KisTextureTile::KisTextureTile(QRect imageRect, const KisGLTexturesInfo *texturesInfo, const QByteArray &fillData, FilterMode filter) : m_textureId(0) #ifdef USE_PIXEL_BUFFERS , m_glBuffer(0) #endif , m_tileRectInImagePixels(imageRect) , m_filter(filter) , m_texturesInfo(texturesInfo) , m_needsMipmapRegeneration(false) { const GLvoid *fd = fillData.constData(); m_textureRectInImagePixels = stretchRect(m_tileRectInImagePixels, texturesInfo->border); m_tileRectInTexturePixels = relativeRect(m_textureRectInImagePixels, m_tileRectInImagePixels, m_texturesInfo); glGenTextures(1, &m_textureId); glBindTexture(GL_TEXTURE_2D, m_textureId); setTextureParameters(); #ifdef USE_PIXEL_BUFFERS createTextureBuffer(fillData); // we set fill data to 0 so the next glTexImage2D call uses our buffer fd = 0; #endif glTexImage2D(GL_TEXTURE_2D, 0, m_texturesInfo->internalFormat, m_texturesInfo->width, m_texturesInfo->height, 0, m_texturesInfo->format, m_texturesInfo->type, fd); #ifdef USE_PIXEL_BUFFERS KisConfig cfg; if (cfg.useOpenGLTextureBuffer()) { m_glBuffer->release(); } #endif setNeedsMipmapRegeneration(); }
KisTextureTile::KisTextureTile(QRect imageRect, const KisGLTexturesInfo *texturesInfo, const GLvoid *fillData, FilterMode filter) : m_tileRectInImagePixels(imageRect), m_texturesInfo(texturesInfo) { m_textureRectInImagePixels = stretchRect(m_tileRectInImagePixels, texturesInfo->border); m_tileRectInTexturePixels = relativeRect(m_textureRectInImagePixels, m_tileRectInImagePixels, m_texturesInfo); glGenTextures(1, &m_textureId); glBindTexture(GL_TEXTURE_2D, m_textureId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); switch(filter) { case NearestFilterMode: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); break; case BilinearFilterMode: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); break; case TrilinearFilterMode: glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); break; } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, m_texturesInfo->internalFormat, m_texturesInfo->width, m_texturesInfo->height, 0, m_texturesInfo->format, GL_UNSIGNED_BYTE, fillData); }