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/*
* Copyright © 2004 David Reveman, Peter Nilsson
*
* Permission to use, copy, modify, distribute, and sell this software
* and its documentation for any purpose is hereby granted without
* fee, provided that the above copyright notice appear in all copies
* and that both that copyright notice and this permission notice
* appear in supporting documentation, and that the names of
* David Reveman and Peter Nilsson not be used in advertising or
* publicity pertaining to distribution of the software without
* specific, written prior permission. David Reveman and Peter Nilsson
* makes no representations about the suitability of this software for
* any purpose. It is provided "as is" without express or implied warranty.
*
* DAVID REVEMAN AND PETER NILSSON DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL DAVID REVEMAN AND
* PETER NILSSON BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL
* DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA
* OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*
* Authors: David Reveman <c99drn@cs.umu.se>
* Peter Nilsson <c99pnn@cs.umu.se>
*/
#ifdef HAVE_CONFIG_H
# include "../config.h"
#endif
#include "glitzint.h"
static void
_glitz_texture_find_best_target (unsigned int width, unsigned int height,
long int target_mask,
unsigned int *target)
{
*target = GLITZ_GL_TEXTURE_2D;
if ((!(target_mask & GLITZ_TEXTURE_TARGET_2D_MASK)) ||
(!glitz_uint_is_power_of_two (width)) ||
(!glitz_uint_is_power_of_two (height))) {
if (target_mask & GLITZ_TEXTURE_TARGET_RECTANGLE_MASK)
*target = GLITZ_GL_TEXTURE_RECTANGLE_EXT;
}
}
glitz_texture_t *
glitz_texture_generate (glitz_gl_proc_address_list_t *gl,
unsigned int width,
unsigned int height,
unsigned int texture_format,
long int target_mask)
{
glitz_texture_t *texture;
texture = (glitz_texture_t *) malloc (sizeof (glitz_texture_t));
if (texture == NULL)
return NULL;
texture->filter = -1;
texture->repeat = -1;
texture->width = width;
texture->height = height;
texture->format = texture_format;
texture->allocated = 0;
switch (texture->format) {
case GLITZ_GL_LUMINANCE_ALPHA:
texture->internal_format = GLITZ_GL_LUMINANCE_ALPHA;
break;
default:
texture->internal_format = GLITZ_GL_RGBA;
break;
}
if (!(target_mask & GLITZ_TEXTURE_TARGET_NPOT_MASK)) {
_glitz_texture_find_best_target (width, height,
target_mask, &texture->target);
if (texture->target == GLITZ_GL_TEXTURE_2D) {
glitz_uint_to_power_of_two (&texture->width);
glitz_uint_to_power_of_two (&texture->height);
}
} else
texture->target = GLITZ_GL_TEXTURE_2D;
gl->gen_textures (1, &texture->name);
if (texture->target == GLITZ_GL_TEXTURE_2D &&
texture->width == width && texture->height == height) {
texture->repeatable = 1;
texture->texcoord_width = texture->texcoord_height = 1.0;
} else {
texture->repeatable = 0;
if (texture->target == GLITZ_GL_TEXTURE_2D) {
texture->texcoord_width = (double) width / (double) texture->width;
texture->texcoord_height = (double) height / (double) texture->height;
} else {
texture->texcoord_width = texture->width;
texture->texcoord_height = texture->height;
}
}
return texture;
}
void
glitz_texture_allocate (glitz_gl_proc_address_list_t *gl,
glitz_texture_t *texture)
{
if (texture->allocated)
return;
glitz_texture_bind (gl, texture);
gl->tex_image_2d (texture->target, 0,
texture->internal_format,
texture->width, texture->height,
0, texture->format, GLITZ_GL_UNSIGNED_BYTE, NULL);
glitz_texture_unbind (gl, texture);
texture->allocated = 1;
}
void
glitz_texture_destroy (glitz_gl_proc_address_list_t *gl,
glitz_texture_t *texture)
{
gl->delete_textures (1, &texture->name);
free (texture);
}
void
glitz_texture_ensure_filter (glitz_gl_proc_address_list_t *gl,
glitz_texture_t *texture,
glitz_filter_t filter)
{
if (!texture->target)
return;
if (texture->filter != filter) {
switch (filter) {
case GLITZ_FILTER_FAST:
case GLITZ_FILTER_NEAREST:
gl->tex_parameter_i (texture->target,
GLITZ_GL_TEXTURE_MAG_FILTER, GLITZ_GL_NEAREST);
gl->tex_parameter_i (texture->target,
GLITZ_GL_TEXTURE_MIN_FILTER, GLITZ_GL_NEAREST);
break;
case GLITZ_FILTER_GOOD:
case GLITZ_FILTER_BEST:
case GLITZ_FILTER_BILINEAR:
gl->tex_parameter_i (texture->target,
GLITZ_GL_TEXTURE_MAG_FILTER, GLITZ_GL_LINEAR);
gl->tex_parameter_i (texture->target,
GLITZ_GL_TEXTURE_MIN_FILTER, GLITZ_GL_LINEAR);
break;
}
texture->filter = filter;
}
}
void
glitz_texture_ensure_repeat (glitz_gl_proc_address_list_t *gl,
glitz_texture_t *texture,
glitz_bool_t repeat)
{
if (!texture->target)
return;
if (texture->repeat != repeat) {
if (repeat) {
gl->tex_parameter_i(texture->target,
GLITZ_GL_TEXTURE_WRAP_S, GLITZ_GL_REPEAT);
gl->tex_parameter_i (texture->target,
GLITZ_GL_TEXTURE_WRAP_T, GLITZ_GL_REPEAT);
} else {
gl->tex_parameter_i (texture->target,
GLITZ_GL_TEXTURE_WRAP_S, GLITZ_GL_CLAMP_TO_EDGE);
gl->tex_parameter_i (texture->target,
GLITZ_GL_TEXTURE_WRAP_T, GLITZ_GL_CLAMP_TO_EDGE);
}
texture->repeat = repeat;
}
}
void
glitz_texture_bind (glitz_gl_proc_address_list_t *gl,
glitz_texture_t *texture)
{
gl->disable (GLITZ_GL_TEXTURE_RECTANGLE_EXT);
gl->disable (GLITZ_GL_TEXTURE_2D);
if (!texture->target)
return;
gl->enable (texture->target);
gl->bind_texture (texture->target, texture->name);
}
void
glitz_texture_unbind (glitz_gl_proc_address_list_t *gl,
glitz_texture_t *texture)
{
gl->bind_texture (texture->target, 0);
gl->disable (texture->target);
}
void
glitz_texture_copy_surface (glitz_texture_t *texture,
glitz_surface_t *surface,
glitz_region_box_t *region)
{
glitz_surface_push_current (surface, GLITZ_CN_SURFACE_DRAWABLE_CURRENT);
glitz_texture_bind (surface->gl, texture);
if (region->x1 < 0) region->x1 = 0;
if (region->y1 < 0) region->y1 = 0;
if (region->x2 > surface->width) region->x2 = surface->width;
if (region->y2 > surface->height) region->y2 = surface->height;
surface->gl->copy_tex_sub_image_2d (texture->target, 0,
region->x1, region->y1,
region->x1, region->y1,
region->x2 - region->x1,
region->y2 - region->y1);
surface->gl->flush ();
glitz_texture_unbind (surface->gl, texture);
glitz_surface_pop_current (surface);
}
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