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#include "drape/texture.hpp"
#include "drape/glfunctions.hpp"
#include "drape/glextensions_list.hpp"
#include "base/math.hpp"
#define ASSERT_ID ASSERT(GetID() != -1, ())
namespace dp
{
Texture::ResourceInfo::ResourceInfo(m2::RectF const & texRect)
: m_texRect(texRect) {}
m2::RectF const & Texture::ResourceInfo::GetTexRect() const
{
return m_texRect;
}
//////////////////////////////////////////////////////////////////
Texture::Texture()
: m_textureID(-1)
, m_width(0)
, m_height(0)
, m_format(dp::UNSPECIFIED)
{
}
Texture::~Texture()
{
if (m_textureID != -1)
GLFunctions::glDeleteTexture(m_textureID);
}
void Texture::Create(uint32_t width, uint32_t height, TextureFormat format)
{
Create(width, height, format, MakeStackRefPointer<void>(NULL));
}
void Texture::Create(uint32_t width, uint32_t height, TextureFormat format, RefPointer<void> data)
{
m_format = format;
m_width = width;
m_height = height;
if (!GLExtensionsList::Instance().IsSupported(GLExtensionsList::TextureNPOT))
{
m_width = my::NextPowOf2(width);
m_height = my::NextPowOf2(height);
}
m_textureID = GLFunctions::glGenTexture();
GLFunctions::glBindTexture(m_textureID);
glConst layout;
glConst pixelType;
UnpackFormat(format, layout, pixelType);
GLFunctions::glTexImage2D(m_width, m_height, layout, pixelType, data.GetRaw());
SetFilterParams(gl_const::GLLinear, gl_const::GLLinear);
SetWrapMode(gl_const::GLClampToEdge, gl_const::GLClampToEdge);
}
void Texture::SetFilterParams(glConst minFilter, glConst magFilter)
{
ASSERT_ID;
GLFunctions::glTexParameter(gl_const::GLMinFilter, minFilter);
GLFunctions::glTexParameter(gl_const::GLMagFilter, magFilter);
}
void Texture::SetWrapMode(glConst sMode, glConst tMode)
{
ASSERT_ID;
GLFunctions::glTexParameter(gl_const::GLWrapS, sMode);
GLFunctions::glTexParameter(gl_const::GLWrapT, tMode);
}
void Texture::UploadData(uint32_t x, uint32_t y, uint32_t width, uint32_t height,
TextureFormat format, RefPointer<void> data)
{
ASSERT_ID;
ASSERT(format == m_format, ());
glConst layout;
glConst pixelType;
UnpackFormat(format, layout, pixelType);
GLFunctions::glTexSubImage2D(x, y, width, height, layout, pixelType, data.GetRaw());
}
TextureFormat Texture::GetFormat() const
{
return m_format;
}
uint32_t Texture::GetWidth() const
{
ASSERT_ID;
return m_width;
}
uint32_t Texture::GetHeight() const
{
ASSERT_ID;
return m_height;
}
float Texture::GetS(uint32_t x) const
{
ASSERT_ID;
return x / (float)m_width;
}
float Texture::GetT(uint32_t y) const
{
ASSERT_ID;
return y / (float)m_height;
}
void Texture::Bind() const
{
ASSERT_ID;
GLFunctions::glBindTexture(GetID());
}
uint32_t Texture::GetMaxTextureSize()
{
return GLFunctions::glGetInteger(gl_const::GLMaxTextureSize);
}
void Texture::UnpackFormat(TextureFormat format, glConst & layout, glConst & pixelType)
{
bool requiredFormat = GLExtensionsList::Instance().IsSupported(GLExtensionsList::RequiredInternalFormat);
switch (format) {
case RGBA8:
layout = requiredFormat ? gl_const::GLRGBA8 : gl_const::GLRGBA;
pixelType = gl_const::GL8BitOnChannel;
break;
case RGBA4:
layout = requiredFormat ? gl_const::GLRGBA4 : gl_const::GLRGBA;
pixelType = gl_const::GL4BitOnChannel;
break;
case ALPHA:
layout = requiredFormat ? gl_const::GLAlpha8 : gl_const::GLAlpha;
pixelType = gl_const::GL8BitOnChannel;
break;
default:
ASSERT(false, ());
break;
}
}
int32_t Texture::GetID() const
{
return m_textureID;
}
} // namespace dp
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