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-rw-r--r--vcl/opengl/texture.cxx144
1 files changed, 144 insertions, 0 deletions
diff --git a/vcl/opengl/texture.cxx b/vcl/opengl/texture.cxx
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+++ b/vcl/opengl/texture.cxx
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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*
+ * This file is part of the LibreOffice project.
+ *
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/.
+ *
+ * This file incorporates work covered by the following license notice:
+ *
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed
+ * with this work for additional information regarding copyright
+ * ownership. The ASF licenses this file to you under the Apache
+ * License, Version 2.0 (the "License"); you may not use this file
+ * except in compliance with the License. You may obtain a copy of
+ * the License at http://www.apache.org/licenses/LICENSE-2.0 .
+ */
+
+#include <sal/config.h>
+#include <vcl/opengl/OpenGLHelper.hxx>
+
+#include "vcl/salbtype.hxx"
+
+#include "opengl/texture.hxx"
+
+OpenGLTexture::OpenGLTexture()
+: mnTexture( 0 )
+, mnWidth( -1 )
+, mnHeight( -1 )
+, mnFilter( GL_NEAREST )
+{
+}
+
+OpenGLTexture::OpenGLTexture( int nWidth, int nHeight )
+: mnTexture( 0 )
+, mnWidth( nWidth )
+, mnHeight( nHeight )
+, mnFilter( GL_NEAREST )
+{
+ glGenTextures( 1, &mnTexture );
+ glBindTexture( GL_TEXTURE_2D, mnTexture );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
+ glBindTexture( GL_TEXTURE_2D, 0 );
+}
+
+OpenGLTexture::OpenGLTexture( int nX, int nY, int nWidth, int nHeight )
+: mnTexture( 0 )
+, mnWidth( nWidth )
+, mnHeight( nHeight )
+, mnFilter( GL_NEAREST )
+{
+ glGenTextures( 1, &mnTexture );
+ glBindTexture( GL_TEXTURE_2D, mnTexture );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, nX, nY, nWidth, nHeight, 0 );
+ CHECK_GL_ERROR();
+ glBindTexture( GL_TEXTURE_2D, 0 );
+ CHECK_GL_ERROR();
+}
+
+OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData )
+: mnTexture( 0 )
+, mnWidth( nWidth )
+, mnHeight( nHeight )
+, mnFilter( GL_NEAREST )
+{
+ if( !mnTexture )
+ glGenTextures( 1, &mnTexture );
+ glBindTexture( GL_TEXTURE_2D, mnTexture );
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, mnWidth, mnHeight, 0, nFormat, nType, pData );
+ glBindTexture( GL_TEXTURE_2D, 0 );
+}
+
+OpenGLTexture::~OpenGLTexture()
+{
+ if( mnTexture != 0 )
+ glDeleteTextures( 1, &mnTexture );
+}
+
+GLuint OpenGLTexture::Id() const
+{
+ return mnTexture;
+}
+
+GLenum OpenGLTexture::GetFilter() const
+{
+ return mnFilter;
+}
+
+void OpenGLTexture::SetFilter( GLenum nFilter )
+{
+ mnFilter = nFilter;
+ if( mnTexture )
+ {
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nFilter );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nFilter );
+ }
+}
+
+void OpenGLTexture::Bind()
+{
+ glBindTexture( GL_TEXTURE_2D, mnTexture );
+}
+
+void OpenGLTexture::Unbind()
+{
+ glBindTexture( GL_TEXTURE_2D, 0 );
+}
+
+bool OpenGLTexture::Draw()
+{
+ const GLfloat aPosition[8] = { -1, -1, -1, 1, 1, 1, 1, -1 };
+ const GLfloat aTexCoord[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
+
+ if( mnTexture == 0 )
+ return false;
+
+ glBindTexture( GL_TEXTURE_2D, mnTexture );
+ glEnableVertexAttribArray( 0 );
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 0, aPosition );
+ glEnableVertexAttribArray( 1 );
+ glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, 0, aTexCoord );
+ glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
+ glDisableVertexAttribArray( 0 );
+ glDisableVertexAttribArray( 1 );
+ glBindTexture( GL_TEXTURE_2D, 0 );
+
+ return true;
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */