leocad/common/lc_texture.cpp

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#include "lc_global.h"
#include "lc_texture.h"
#include "lc_application.h"
#include "lc_library.h"
#include "image.h"
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#include "lc_glextensions.h"
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lcTexture* gGridTexture;
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lcTexture* lcLoadTexture(const QString& FileName, int Flags)
{
lcTexture* Texture = new lcTexture();
if (!Texture->Load(FileName, Flags))
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{
delete Texture;
Texture = nullptr;
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}
else
{
strcpy(Texture->mName, QFileInfo(FileName).baseName().toLatin1());
Texture->SetTemporary(true);
}
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return Texture;
}
void lcReleaseTexture(lcTexture* Texture)
{
if (Texture && Texture->Release() == 0)
delete Texture;
}
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lcTexture::lcTexture()
{
mTexture = 0;
mRefCount = 0;
mTemporary = false;
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}
lcTexture::~lcTexture()
{
Unload();
}
void lcTexture::CreateGridTexture()
{
const int NumLevels = 9;
Image GridImages[NumLevels];
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quint8* Previous = nullptr;
for (int ImageLevel = 0; ImageLevel < NumLevels; ImageLevel++)
{
Image& GridImage = GridImages[ImageLevel];
const int GridSize = 256 >> ImageLevel;
GridImage.Allocate(GridSize, GridSize, LC_PIXEL_FORMAT_A8);
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if (Previous)
{
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int PreviousGridSize = 2 * GridSize;
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for (int y = 0; y < GridSize - 1; y++)
{
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for (int x = 0; x < GridSize - 1; x++)
{
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quint8 a = Previous[x * 2 + y * 2 * PreviousGridSize] > 64 ? 255 : 0;
quint8 b = Previous[x * 2 + 1 + y * 2 * PreviousGridSize] > 64 ? 255 : 0;
quint8 c = Previous[x * 2 + (y * 2 + 1) * PreviousGridSize] > 64 ? 255 : 0;
quint8 d = Previous[x * 2 + 1 + (y * 2 + 1) * PreviousGridSize] > 64 ? 255 : 0;
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GridImage.mData[x + y * GridSize] = (a + b + c + d) / 4;
}
int x = GridSize - 1;
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quint8 a = Previous[x * 2 + y * 2 * PreviousGridSize];
quint8 c = Previous[x * 2 + (y * 2 + 1) * PreviousGridSize];
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GridImage.mData[x + y * GridSize] = (a + c) / 2;
}
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int y = GridSize - 1;
for (int x = 0; x < GridSize - 1; x++)
{
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quint8 a = Previous[x * 2 + y * 2 * PreviousGridSize];
quint8 b = Previous[x * 2 + 1 + y * 2 * PreviousGridSize];
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GridImage.mData[x + y * GridSize] = (a + b) / 2;
}
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int x = GridSize - 1;
GridImage.mData[x + y * GridSize] = Previous[x + y * PreviousGridSize];
}
else
{
const float Radius1 = (80 >> ImageLevel) * (80 >> ImageLevel);
const float Radius2 = (72 >> ImageLevel) * (72 >> ImageLevel);
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quint8* TempBuffer = new quint8[GridSize * GridSize];
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for (int y = 0; y < GridSize; y++)
{
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quint8* Pixel = TempBuffer + y * GridSize;
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memset(Pixel, 0, GridSize);
const float y2 = (y - GridSize / 2) * (y - GridSize / 2);
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if (Radius1 <= y2)
continue;
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if (Radius2 <= y2)
{
int x1 = sqrtf(Radius1 - y2);
for (int x = GridSize / 2 - x1; x < GridSize / 2 + x1; x++)
Pixel[x] = 255;
}
else
{
int x1 = sqrtf(Radius1 - y2);
int x2 = sqrtf(Radius2 - y2);
for (int x = GridSize / 2 - x1; x < GridSize / 2 - x2; x++)
Pixel[x] = 255;
for (int x = GridSize / 2 + x2; x < GridSize / 2 + x1; x++)
Pixel[x] = 255;
}
}
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for (int y = 0; y < GridSize - 1; y++)
{
for (int x = 0; x < GridSize - 1; x++)
{
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quint8 a = TempBuffer[x + y * GridSize];
quint8 b = TempBuffer[x + 1 + y * GridSize];
quint8 c = TempBuffer[x + (y + 1) * GridSize];
quint8 d = TempBuffer[x + 1 + (y + 1) * GridSize];
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GridImage.mData[x + y * GridSize] = (a + b + c + d) / 4;
}
int x = GridSize - 1;
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quint8 a = TempBuffer[x + y * GridSize];
quint8 c = TempBuffer[x + (y + 1) * GridSize];
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GridImage.mData[x + y * GridSize] = (a + c) / 2;
}
int y = GridSize - 1;
for (int x = 0; x < GridSize - 1; x++)
{
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quint8 a = TempBuffer[x + y * GridSize];
quint8 b = TempBuffer[x + 1 + y * GridSize];
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GridImage.mData[x + y * GridSize] = (a + b) / 2;
}
int x = GridSize - 1;
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GridImage.mData[x + y * GridSize] = TempBuffer[x + y * GridSize];
delete[] TempBuffer;
}
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Previous = GridImage.mData;
}
Load(GridImages, NumLevels, LC_TEXTURE_WRAPU | LC_TEXTURE_WRAPV | LC_TEXTURE_MIPMAPS | LC_TEXTURE_ANISOTROPIC);
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mRefCount = 1;
}
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bool lcTexture::Load()
{
return lcGetPiecesLibrary()->LoadTexture(this);
}
bool lcTexture::Load(const QString& FileName, int Flags)
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{
Image image;
if (!image.FileLoad(FileName))
return false;
return Load(image, Flags);
}
bool lcTexture::Load(lcMemFile& File, int Flags)
{
Image image;
if (!image.FileLoad(File))
return false;
return Load(image, Flags);
}
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bool lcTexture::Load(Image* images, int NumLevels, int Flags) // todo: this should be part of lcContext, it can be called from multiple threads
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{
mWidth = images[0].mWidth;
mHeight = images[0].mHeight;
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glGenTextures(1, &mTexture);
int Filters[2][5] =
{
{ GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR },
{ GL_NEAREST, GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_LINEAR },
};
int FilterFlags = Flags & LC_TEXTURE_FILTER_MASK;
int FilterIndex = FilterFlags >> LC_TEXTURE_FILTER_SHIFT;
int MipIndex = Flags & LC_TEXTURE_MIPMAPS ? 0 : 1;
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glBindTexture(GL_TEXTURE_2D, mTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (Flags & LC_TEXTURE_WRAPU) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (Flags & LC_TEXTURE_WRAPV) ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filters[MipIndex][FilterIndex]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filters[1][FilterIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (gSupportsAnisotropic && FilterFlags == LC_TEXTURE_ANISOTROPIC)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, lcMin(4.0f, gMaxAnisotropy));
int Format;
switch (images[0].mFormat)
{
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default:
case LC_PIXEL_FORMAT_INVALID:
Format = 0;
break;
case LC_PIXEL_FORMAT_A8:
Format = GL_ALPHA;
break;
case LC_PIXEL_FORMAT_L8A8:
Format = GL_LUMINANCE_ALPHA;
break;
case LC_PIXEL_FORMAT_R8G8B8:
Format = GL_RGB;
break;
case LC_PIXEL_FORMAT_R8G8B8A8:
Format = GL_RGBA;
break;
}
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void* Data = images[0].mData;
glTexImage2D(GL_TEXTURE_2D, 0, Format, mWidth, mHeight, 0, Format, GL_UNSIGNED_BYTE, Data);
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int MaxLevel = 0;
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if (Flags & LC_TEXTURE_MIPMAPS)
{
int Width = mWidth;
int Height = mHeight;
int Components = images[0].GetBPP();
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for (int Level = 1; ((Width != 1) || (Height != 1)); Level++)
{
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int RowStride = Width * Components;
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Width = lcMax(1, Width >> 1);
Height = lcMax(1, Height >> 1);
if (NumLevels == 1)
{
GLubyte *Out, *In;
In = Out = (GLubyte*)Data;
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for (int y = 0; y < Height; y++, In += RowStride)
for (int x = 0; x < Width; x++, Out += Components, In += 2 * Components)
for (int c = 0; c < Components; c++)
Out[c] = (In[c] + In[c + Components] + In[RowStride] + In[c + RowStride + Components]) / 4;
}
else
Data = images[Level].mData;
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glTexImage2D(GL_TEXTURE_2D, Level, Format, Width, Height, 0, Format, GL_UNSIGNED_BYTE, Data);
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MaxLevel++;
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}
}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, MaxLevel);
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glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
bool lcTexture::Load(Image& image, int Flags)
{
image.ResizePow2();
return Load(&image, 1, Flags);
}
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void lcTexture::Unload()
{
if (mTexture)
glDeleteTextures(1, &mTexture);
mTexture = 0;
}