Move texture management function in a separate file.
This commit is contained in:
parent
2672d9b923
commit
2e860207d2
@ -247,182 +247,6 @@ GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsi
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return Program;
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}
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GLuint getTextureGLuint(irr::video::ITexture *tex)
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{
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return static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName();
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}
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GLuint getDepthTexture(irr::video::ITexture *tex)
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{
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assert(tex->isRenderTarget());
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return static_cast<irr::video::COpenGLFBOTexture*>(tex)->DepthBufferTexture;
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}
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std::set<irr::video::ITexture *> AlreadyTransformedTexture;
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void resetTextureTable()
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{
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AlreadyTransformedTexture.clear();
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}
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void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha)
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{
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if (AlreadyTransformedTexture.find(tex) != AlreadyTransformedTexture.end())
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return;
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AlreadyTransformedTexture.insert(tex);
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glBindTexture(GL_TEXTURE_2D, getTextureGLuint(tex));
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std::string cached_file;
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if (UserConfigParams::m_texture_compression)
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{
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// Try to retrieve the compressed texture in cache
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std::string tex_name = irr_driver->getTextureName(tex);
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if (!tex_name.empty()) {
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cached_file = file_manager->getTextureCacheLocation(tex_name) + ".gltz";
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if (!file_manager->fileIsNewer(tex_name, cached_file)) {
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if (loadCompressedTexture(cached_file))
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return;
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}
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}
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}
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size_t w = tex->getSize().Width, h = tex->getSize().Height;
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unsigned char *data = new unsigned char[w * h * 4];
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memcpy(data, tex->lock(), w * h * 4);
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tex->unlock();
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unsigned internalFormat, Format;
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if (tex->hasAlpha())
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Format = GL_BGRA;
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else
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Format = GL_BGR;
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if (premul_alpha)
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{
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for (unsigned i = 0; i < w * h; i++)
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{
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float alpha = data[4 * i + 3];
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if (alpha > 0.)
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alpha = pow(alpha / 255.f, 1.f / 2.2f);
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data[4 * i ] = (unsigned char)(data[4 * i ] * alpha);
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data[4 * i + 1] = (unsigned char)(data[4 * i + 1] * alpha);
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data[4 * i + 2] = (unsigned char)(data[4 * i + 2] * alpha);
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}
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}
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if (!UserConfigParams::m_texture_compression)
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{
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if (srgb)
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internalFormat = (tex->hasAlpha()) ? GL_SRGB_ALPHA : GL_SRGB;
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else
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internalFormat = (tex->hasAlpha()) ? GL_RGBA : GL_RGB;
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}
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else
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{
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if (srgb)
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internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
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else
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internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, Format, GL_UNSIGNED_BYTE, (GLvoid *)data);
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glGenerateMipmap(GL_TEXTURE_2D);
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delete[] data;
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if (UserConfigParams::m_texture_compression && !cached_file.empty())
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{
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// Save the compressed texture in the cache for later use.
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saveCompressedTexture(cached_file);
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}
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}
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//-----------------------------------------------------------------------------
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/** Try to load a compressed texture from the given file name.
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* Data in the specified file need to have a specific format. See the
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* saveCompressedTexture() function for a description of the format.
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* \return true if the loading succeeded, false otherwise.
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* \see saveCompressedTexture
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*/
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bool loadCompressedTexture(const std::string& compressed_tex)
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{
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std::ifstream ifs(compressed_tex.c_str(), std::ios::in | std::ios::binary);
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if (!ifs.is_open())
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return false;
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int internal_format;
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int w, h;
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int size = -1;
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ifs.read((char*)&internal_format, sizeof(int));
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ifs.read((char*)&w, sizeof(int));
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ifs.read((char*)&h, sizeof(int));
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ifs.read((char*)&size, sizeof(int));
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if (ifs.fail() || size == -1)
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return false;
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char *data = new char[size];
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ifs.read(data, size);
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if (!ifs.fail())
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{
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, internal_format,
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w, h, 0, size, (GLvoid*)data);
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glGenerateMipmap(GL_TEXTURE_2D);
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delete[] data;
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ifs.close();
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return true;
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}
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delete[] data;
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return false;
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}
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//-----------------------------------------------------------------------------
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/** Try to save the last texture sent to glTexImage2D in a file of the given
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* file name. This function should only be used for textures sent to
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* glTexImage2D with a compressed internal format as argument.<br>
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* \note The following format is used to save the compressed texture:<br>
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* <internal-format><width><height><size><data> <br>
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* The first four elements are integers and the last one is stored
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* on \c size bytes.
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* \see loadCompressedTexture
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*/
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void saveCompressedTexture(const std::string& compressed_tex)
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{
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int internal_format, width, height, size, compressionSuccessful;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, (GLint *)&internal_format);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, (GLint *)&width);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, (GLint *)&height);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, (GLint *)&compressionSuccessful);
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if (!compressionSuccessful)
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return;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, (GLint *)&size);
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char *data = new char[size];
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glGetCompressedTexImage(GL_TEXTURE_2D, 0, (GLvoid*)data);
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std::ofstream ofs(compressed_tex.c_str(), std::ios::out | std::ios::binary);
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if (ofs.is_open())
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{
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ofs.write((char*)&internal_format, sizeof(int));
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ofs.write((char*)&width, sizeof(int));
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ofs.write((char*)&height, sizeof(int));
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ofs.write((char*)&size, sizeof(int));
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ofs.write(data, size);
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ofs.close();
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}
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delete[] data;
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}
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static unsigned colorcount = 0;
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video::ITexture* getUnicolorTexture(video::SColor c)
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{
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video::SColor tmp[4] = {
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c, c, c, c
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};
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video::IImage *img = irr_driver->getVideoDriver()->createImageFromData(video::ECF_A8R8G8B8, core::dimension2d<u32>(2, 2), tmp);
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img->grab();
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std::string name("color");
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name += colorcount++;
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return irr_driver->getVideoDriver()->addTexture(name.c_str(), img);
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}
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void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum MinFilter, bool allowAF)
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{
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glActiveTexture(GL_TEXTURE0 + TextureUnit);
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@ -129,13 +129,7 @@ public:
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// core::rect<s32> needs these includes
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#include <rect.h>
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#include "utils/vec3.hpp"
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GLuint getTextureGLuint(irr::video::ITexture *tex);
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GLuint getDepthTexture(irr::video::ITexture *tex);
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void resetTextureTable();
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void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha = false);
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bool loadCompressedTexture(const std::string& compressed_tex);
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void saveCompressedTexture(const std::string& compressed_tex);
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#include "texturemanager.hpp"
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void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, irr::video::SColor color);
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182
src/graphics/texturemanager.cpp
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182
src/graphics/texturemanager.cpp
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@ -0,0 +1,182 @@
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#include "texturemanager.hpp"
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#include <fstream>
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#include <string>
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#include "../../lib/irrlicht/source/Irrlicht/COpenGLTexture.h"
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#include "irr_driver.hpp"
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GLuint getTextureGLuint(irr::video::ITexture *tex)
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{
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return static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName();
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}
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GLuint getDepthTexture(irr::video::ITexture *tex)
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{
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assert(tex->isRenderTarget());
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return static_cast<irr::video::COpenGLFBOTexture*>(tex)->DepthBufferTexture;
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}
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std::set<irr::video::ITexture *> AlreadyTransformedTexture;
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void resetTextureTable()
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{
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AlreadyTransformedTexture.clear();
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}
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void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha)
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{
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if (AlreadyTransformedTexture.find(tex) != AlreadyTransformedTexture.end())
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return;
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AlreadyTransformedTexture.insert(tex);
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glBindTexture(GL_TEXTURE_2D, getTextureGLuint(tex));
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std::string cached_file;
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if (UserConfigParams::m_texture_compression)
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{
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// Try to retrieve the compressed texture in cache
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std::string tex_name = irr_driver->getTextureName(tex);
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if (!tex_name.empty()) {
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cached_file = file_manager->getTextureCacheLocation(tex_name) + ".gltz";
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if (!file_manager->fileIsNewer(tex_name, cached_file)) {
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if (loadCompressedTexture(cached_file))
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return;
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}
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}
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}
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size_t w = tex->getSize().Width, h = tex->getSize().Height;
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unsigned char *data = new unsigned char[w * h * 4];
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memcpy(data, tex->lock(), w * h * 4);
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tex->unlock();
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unsigned internalFormat, Format;
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if (tex->hasAlpha())
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Format = GL_BGRA;
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else
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Format = GL_BGR;
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if (premul_alpha)
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{
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for (unsigned i = 0; i < w * h; i++)
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{
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float alpha = data[4 * i + 3];
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if (alpha > 0.)
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alpha = pow(alpha / 255.f, 1.f / 2.2f);
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data[4 * i] = (unsigned char)(data[4 * i] * alpha);
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data[4 * i + 1] = (unsigned char)(data[4 * i + 1] * alpha);
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data[4 * i + 2] = (unsigned char)(data[4 * i + 2] * alpha);
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}
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}
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if (!UserConfigParams::m_texture_compression)
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{
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if (srgb)
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internalFormat = (tex->hasAlpha()) ? GL_SRGB_ALPHA : GL_SRGB;
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else
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internalFormat = (tex->hasAlpha()) ? GL_RGBA : GL_RGB;
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}
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else
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{
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if (srgb)
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internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
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else
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internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, Format, GL_UNSIGNED_BYTE, (GLvoid *)data);
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glGenerateMipmap(GL_TEXTURE_2D);
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delete[] data;
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if (UserConfigParams::m_texture_compression && !cached_file.empty())
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{
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// Save the compressed texture in the cache for later use.
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saveCompressedTexture(cached_file);
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}
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}
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//-----------------------------------------------------------------------------
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/** Try to load a compressed texture from the given file name.
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* Data in the specified file need to have a specific format. See the
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* saveCompressedTexture() function for a description of the format.
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* \return true if the loading succeeded, false otherwise.
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* \see saveCompressedTexture
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*/
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bool loadCompressedTexture(const std::string& compressed_tex)
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{
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std::ifstream ifs(compressed_tex.c_str(), std::ios::in | std::ios::binary);
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if (!ifs.is_open())
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return false;
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int internal_format;
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int w, h;
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int size = -1;
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ifs.read((char*)&internal_format, sizeof(int));
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ifs.read((char*)&w, sizeof(int));
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ifs.read((char*)&h, sizeof(int));
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ifs.read((char*)&size, sizeof(int));
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if (ifs.fail() || size == -1)
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return false;
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char *data = new char[size];
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ifs.read(data, size);
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if (!ifs.fail())
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{
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glCompressedTexImage2D(GL_TEXTURE_2D, 0, internal_format,
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w, h, 0, size, (GLvoid*)data);
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glGenerateMipmap(GL_TEXTURE_2D);
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delete[] data;
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ifs.close();
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return true;
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}
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delete[] data;
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return false;
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}
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//-----------------------------------------------------------------------------
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/** Try to save the last texture sent to glTexImage2D in a file of the given
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* file name. This function should only be used for textures sent to
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* glTexImage2D with a compressed internal format as argument.<br>
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* \note The following format is used to save the compressed texture:<br>
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* <internal-format><width><height><size><data> <br>
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* The first four elements are integers and the last one is stored
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* on \c size bytes.
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* \see loadCompressedTexture
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*/
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void saveCompressedTexture(const std::string& compressed_tex)
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{
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int internal_format, width, height, size, compressionSuccessful;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, (GLint *)&internal_format);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, (GLint *)&width);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, (GLint *)&height);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, (GLint *)&compressionSuccessful);
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if (!compressionSuccessful)
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return;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, (GLint *)&size);
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char *data = new char[size];
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glGetCompressedTexImage(GL_TEXTURE_2D, 0, (GLvoid*)data);
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std::ofstream ofs(compressed_tex.c_str(), std::ios::out | std::ios::binary);
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if (ofs.is_open())
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{
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ofs.write((char*)&internal_format, sizeof(int));
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ofs.write((char*)&width, sizeof(int));
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ofs.write((char*)&height, sizeof(int));
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ofs.write((char*)&size, sizeof(int));
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ofs.write(data, size);
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ofs.close();
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}
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delete[] data;
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}
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static unsigned colorcount = 0;
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video::ITexture* getUnicolorTexture(video::SColor c)
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{
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video::SColor tmp[4] = {
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c, c, c, c
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};
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video::IImage *img = irr_driver->getVideoDriver()->createImageFromData(video::ECF_A8R8G8B8, core::dimension2d<u32>(2, 2), tmp);
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img->grab();
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std::string name("color");
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name += colorcount++;
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return irr_driver->getVideoDriver()->addTexture(name.c_str(), img);
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}
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15
src/graphics/texturemanager.hpp
Normal file
15
src/graphics/texturemanager.hpp
Normal file
@ -0,0 +1,15 @@
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#ifndef MEMORYMANAGER_HPP
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#define MEMORYMANAGER_HPP
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#include "gl_headers.hpp"
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#include <ITexture.h>
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#include <string>
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GLuint getTextureGLuint(irr::video::ITexture *tex);
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GLuint getDepthTexture(irr::video::ITexture *tex);
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void resetTextureTable();
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void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha = false);
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bool loadCompressedTexture(const std::string& compressed_tex);
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void saveCompressedTexture(const std::string& compressed_tex);
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#endif
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