Exemplo n.º 1
0
bool CoreTexture::RebuildTexture(JSContext* cx, OVR::String pathStr) {
  OVR::FreeTexture(texture);

  if (pathStr.IsEmpty()) {
    return true;
  }

  OVR::MemBufferFile bufferFile(OVR::MemBufferFile::NoInit);

  if (CURRENT_BASE_DIR.IsEmpty()) {
    if (!OVR::ovr_ReadFileFromApplicationPackage(pathStr.ToCStr(), bufferFile)) {
      JS_ReportError(cx, "Could not read texture from application package");
      return false;
    }
  } else {
    OVR::String fullFileStr = FullFilePath(pathStr);
    if (!bufferFile.LoadFile(fullFileStr.ToCStr())) {
      JS_ReportError(cx, "Could not read texture %s", fullFileStr.ToCStr());
      return false;
    }
  }

  // Now load it
  texture = OVR::LoadTextureFromBuffer(
    pathStr.ToCStr(),
    bufferFile,
    OVR::TextureFlags_t(OVR::TEXTUREFLAG_NO_DEFAULT), // TODO: Make configurable
    width,
    height
  );

  BuildTextureMipmaps(texture); // Optional? Also does this happen in LoadTextureFromBuffer?

  // TODO: MakeTextureClamped MakeTextureLodClamped MakeTextureTrilinear
  //       MakeTextureLinear, MakeTextureAniso

  return true;
}
Exemplo n.º 2
0
bool CoreTexture::RebuildCubemap(JSContext* cx, OVR::String pathStr) {
  OVR::FreeTexture(texture);

  if (pathStr.IsEmpty()) {
    return true;
  }

  // Get the file extension, and a copy of the path with no extension
  OVR::String ext = pathStr.GetExtension();
  OVR::String noExt(pathStr);
  noExt.StripExtension();

  // Create some membuffers for the files we're going to open
  OVR::MemBufferFile mbfs[6] = { 
    OVR::MemBufferFile(OVR::MemBufferFile::NoInit), 
    OVR::MemBufferFile(OVR::MemBufferFile::NoInit),
    OVR::MemBufferFile(OVR::MemBufferFile::NoInit),
    OVR::MemBufferFile(OVR::MemBufferFile::NoInit),
    OVR::MemBufferFile(OVR::MemBufferFile::NoInit),
    OVR::MemBufferFile(OVR::MemBufferFile::NoInit) 
  };
  
  // Load all of them up
  const char* const cubeSuffix[6] = {"_px", "_nx", "_py", "_ny", "_pz", "_nz"};
  for (int side = 0; side < 6; ++side) {
    OVR::String sidePath = noExt + OVR::String(cubeSuffix[side]) + ext;
    if (CURRENT_BASE_DIR.IsEmpty()) {
      if (!OVR::ovr_ReadFileFromApplicationPackage(sidePath.ToCStr(), mbfs[side])) {
        JS_ReportError(cx, "Could not load cube file");
        return false;
      }
    } else {
      OVR::String fullFileStr = FullFilePath(sidePath);
      if (!mbfs[side].LoadFile(fullFileStr.ToCStr())) {
        JS_ReportError(cx, "Could not load cube file");
        return false;
      }
    }
    
    
  }

  unsigned char* data[6];
  int comp, imgWidth, imgHeight;
  // For each side of the cube
  for (int i = 0; i < 6; ++i) {
    // Load the image
    data[i] = (unsigned char *)stbi_load_from_memory(
      (unsigned char *)mbfs[i].Buffer, mbfs[i].Length, &imgWidth, &imgHeight, &comp, 4);

    // Sanity check image dimensions
    if (imgWidth != width) {
      JS_ReportError(cx, "Cubemap has mismatched image width");
      return false;
    }
    if (imgHeight != height) {
      JS_ReportError(cx, "Cubemap has mismatched image height");
      return false;
    }
    if (imgWidth <= 0 || imgWidth > 32768 || imgHeight <= 0 || imgHeight > 32768) {
      JS_ReportError(cx, "Invalid texture size");
      return false;
    }
  }

  GLenum glFormat;
  GLenum glInternalFormat;
  if (!TextureFormatToGlFormat(OVR::Texture_RGBA, true, glFormat, glInternalFormat)) {
    JS_ReportError(cx, "Invalid texture format OVR::Texture_RGBA");
    return false;
  }

  GLuint texId;
  glGenTextures(1, &texId);
  glBindTexture(GL_TEXTURE_CUBE_MAP, texId);

  // Get the total size (GetOvrTextureSize(OVR::Texture_RGBA, width, height) * 6)
  // size_t totalSize = (((width + 3) / 4) * ((height + 3) / 4) * 8) * 6;

  for (int i = 0; i < 6; ++i) {
    glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, width, height, 0, glFormat, GL_UNSIGNED_BYTE, data[i]);
  }

  // Generate mipmaps and bind the texture
  glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
  glBindTexture(GL_TEXTURE_CUBE_MAP, 0);

  // Construct our actual texture object
  texture = OVR::GlTexture(texId, GL_TEXTURE_CUBE_MAP);

  // Free our image data
  for (int i = 0; i < 6; ++i) {
    free(data[i]);
  }

  // Wait for the upload to complete.
  glFinish();
  return true;
}