Added a render states cache to improve performances
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b65b19343a
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@ -36,12 +36,12 @@
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#include <SFML/Graphics/BlendMode.hpp>
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#include <SFML/Graphics/RenderStates.hpp>
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#include <SFML/Graphics/PrimitiveType.hpp>
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#include <SFML/Graphics/Vertex.hpp>
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namespace sf
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{
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class Drawable;
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class Vertex;
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////////////////////////////////////////////////////////////
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/// \brief Base class for all render targets (window, texture, ...)
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@ -303,6 +303,44 @@ protected :
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////////////////////////////////////////////////////////////
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void Initialize();
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////////////////////////////////////////////////////////////
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/// \brief Apply the current view
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///
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////////////////////////////////////////////////////////////
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void ApplyCurrentView();
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////////////////////////////////////////////////////////////
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/// \brief Apply a new blending mode
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///
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/// \param mode Blending mode to apply
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///
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////////////////////////////////////////////////////////////
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void ApplyBlendMode(BlendMode mode);
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////////////////////////////////////////////////////////////
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/// \brief Apply a new transform
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///
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/// \param transform Transform to apply
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///
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////////////////////////////////////////////////////////////
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void ApplyTransform(const Transform& transform);
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////////////////////////////////////////////////////////////
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/// \brief Apply a new texture
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///
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/// \param texture Texture to apply
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///
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////////////////////////////////////////////////////////////
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void ApplyTexture(const Texture* texture);
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////////////////////////////////////////////////////////////
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/// \brief Apply a new shader
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///
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/// \param shader Shader to apply
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///
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////////////////////////////////////////////////////////////
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void ApplyShader(const Shader* shader);
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private :
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////////////////////////////////////////////////////////////
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@ -319,12 +357,27 @@ private :
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////////////////////////////////////////////////////////////
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virtual bool Activate(bool active) = 0;
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////////////////////////////////////////////////////////////
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/// \brief Render states cache
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///
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////////////////////////////////////////////////////////////
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struct StatesCache
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{
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enum {VertexCacheSize = 4};
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bool ViewChanged; ///< Has the current view changed since last draw?
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BlendMode LastBlendMode; ///< Cached blending mode
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Uint64 LastTextureId; ///< Cached texture
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bool UseVertexCache; ///< Did we previously use the vertex cache?
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Vertex VertexCache[VertexCacheSize]; ///< Pre-transformed vertices cache
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};
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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View myDefaultView; ///< Default view
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View myView; ///< Current view
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bool myViewChanged; ///< Has the current view changed since last Draw?
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View myDefaultView; ///< Default view
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View myView; ///< Current view
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StatesCache myCache; ///< Render states cache
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};
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} // namespace sf
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@ -35,6 +35,7 @@
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namespace sf
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{
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class Window;
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class RenderTarget;
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class RenderTexture;
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class InputStream;
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@ -467,6 +468,7 @@ public :
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private :
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friend class RenderTexture;
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friend class RenderTarget;
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////////////////////////////////////////////////////////////
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/// \brief Get a valid image size according to hardware support
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@ -494,6 +496,7 @@ private :
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bool myIsSmooth; ///< Status of the smooth filter
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bool myIsRepeated; ///< Is the texture in repeat mode?
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mutable bool myPixelsFlipped; ///< To work around the inconsistency in Y orientation
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Uint64 myCacheId; ///< Unique number that identifies the texture to the render target's cache
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};
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} // namespace sf
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@ -51,6 +51,8 @@ set(SRC
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${INCROOT}/Text.hpp
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${SRCROOT}/Texture.cpp
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${INCROOT}/Texture.hpp
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${SRCROOT}/TextureSaver.cpp
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${SRCROOT}/TextureSaver.hpp
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${SRCROOT}/Transform.cpp
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${INCROOT}/Transform.hpp
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${SRCROOT}/Transformable.cpp
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@ -40,7 +40,7 @@ namespace sf
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RenderTarget::RenderTarget() :
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myDefaultView(),
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myView (),
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myViewChanged(false)
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myCache ()
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{
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}
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@ -66,7 +66,7 @@ void RenderTarget::Clear(const Color& color)
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void RenderTarget::SetView(const View& view)
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{
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myView = view;
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myViewChanged = true;
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myCache.ViewChanged = true;
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}
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@ -136,81 +136,78 @@ void RenderTarget::Draw(const Vertex* vertices, unsigned int verticesCount,
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if (Activate(true))
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{
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// Apply the new view if needed
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if (myViewChanged)
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// Check if the vertex count is low enough so that we can pre-transform them
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bool useVertexCache = (verticesCount <= StatesCache::VertexCacheSize);
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if (useVertexCache)
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{
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// Set the viewport
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IntRect viewport = GetViewport(myView);
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int top = GetHeight() - (viewport.Top + viewport.Height);
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GLCheck(glViewport(viewport.Left, top, viewport.Width, viewport.Height));
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// Pre-transform the vertices and store them into the vertex cache
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for (unsigned int i = 0; i < verticesCount; ++i)
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{
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Vertex& vertex = myCache.VertexCache[i];
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vertex.Position = states.Transform * vertices[i].Position;
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vertex.Color = vertices[i].Color;
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vertex.TexCoords = vertices[i].TexCoords;
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}
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// Set the projection matrix
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GLCheck(glMatrixMode(GL_PROJECTION));
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GLCheck(glLoadMatrixf(myView.GetTransform().GetMatrix()));
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myViewChanged = false;
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// Since vertices are transformed, we must use an identity transform to render them
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if (!myCache.UseVertexCache)
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ApplyTransform(Transform::Identity);
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}
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else
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{
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ApplyTransform(states.Transform);
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}
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// Apply the transform
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GLCheck(glMatrixMode(GL_MODELVIEW));
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GLCheck(glLoadMatrixf(states.Transform.GetMatrix()));
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// Apply the view
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if (myCache.ViewChanged)
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ApplyCurrentView();
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// Apply the blend mode
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switch (states.BlendMode)
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{
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// Alpha blending
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// glBlendFuncSeparateEXT is used when available to avoid an incorrect alpha value when the target
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// is a RenderTexture -- in this case the alpha value must be written directly to the target buffer
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default :
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case BlendAlpha :
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if (GLEW_EXT_blend_func_separate)
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GLCheck(glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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else
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GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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break;
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// Additive blending
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case BlendAdd :
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GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE));
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break;
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// Multiplicative blending
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case BlendMultiply :
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GLCheck(glBlendFunc(GL_DST_COLOR, GL_ZERO));
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break;
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// No blending
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case BlendNone :
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GLCheck(glBlendFunc(GL_ONE, GL_ZERO));
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break;
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}
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if (states.BlendMode != myCache.LastBlendMode)
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ApplyBlendMode(states.BlendMode);
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// Apply the texture
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if (states.Texture)
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states.Texture->Bind(Texture::Pixels);
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else
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GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
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Uint64 textureId = states.Texture ? states.Texture->myCacheId : 0;
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if (textureId != myCache.LastTextureId)
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ApplyTexture(states.Texture);
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// Apply the shader
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if (states.Shader)
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states.Shader->Bind();
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else
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GLCheck(glUseProgramObjectARB(0));
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ApplyShader(states.Shader);
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// If we pre-transform the vertices, we must use our internal vertex cache
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if (useVertexCache)
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{
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// ... and if we already used it previously, we don't need to set the pointers again
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if (!myCache.UseVertexCache)
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vertices = myCache.VertexCache;
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else
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vertices = NULL;
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}
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// Setup the pointers to the vertices' components
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const char* data = reinterpret_cast<const char*>(vertices);
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GLCheck(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), data + 0));
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GLCheck(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), data + 8));
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GLCheck(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), data + 12));
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if (vertices)
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{
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const char* data = reinterpret_cast<const char*>(vertices);
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GLCheck(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), data + 0));
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GLCheck(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), data + 8));
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GLCheck(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), data + 12));
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}
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// Find the OpenGL primitive type
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static const GLenum modes[] = {GL_POINTS, GL_LINES, GL_LINE_STRIP,
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GL_TRIANGLES, GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN, GL_QUADS};
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static const GLenum modes[] = {GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES,
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GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS};
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GLenum mode = modes[type];
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// Draw the primitives
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GLCheck(glDrawArrays(mode, 0, verticesCount));
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// Unbind the shader, if any
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if (states.Shader)
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ApplyShader(NULL);
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// Update the cache
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myCache.UseVertexCache = useVertexCache;
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}
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}
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@ -257,16 +254,26 @@ void RenderTarget::ResetGLStates()
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// Make sure that GLEW is initialized
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priv::EnsureGlewInit();
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// Define the default OpenGL states
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GLCheck(glDisable(GL_LIGHTING));
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GLCheck(glDisable(GL_DEPTH_TEST));
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GLCheck(glEnable(GL_TEXTURE_2D));
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GLCheck(glEnable(GL_ALPHA_TEST));
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GLCheck(glEnable(GL_BLEND));
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GLCheck(glAlphaFunc(GL_GREATER, 0));
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GLCheck(glMatrixMode(GL_MODELVIEW));
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GLCheck(glEnableClientState(GL_VERTEX_ARRAY));
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GLCheck(glEnableClientState(GL_COLOR_ARRAY));
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GLCheck(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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// Apply the default SFML states
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ApplyBlendMode(BlendAlpha);
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ApplyTransform(Transform::Identity);
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ApplyTexture(NULL);
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ApplyShader(NULL);
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myCache.UseVertexCache = false;
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// Set the default view
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SetView(GetView());
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}
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}
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@ -275,12 +282,135 @@ void RenderTarget::ResetGLStates()
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////////////////////////////////////////////////////////////
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void RenderTarget::Initialize()
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{
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// Setup the default view
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// Setup the default and current views
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myDefaultView.Reset(FloatRect(0, 0, static_cast<float>(GetWidth()), static_cast<float>(GetHeight())));
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SetView(myDefaultView);
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myView = myDefaultView;
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// Initialize the default OpenGL render-states
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ResetGLStates();
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}
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////////////////////////////////////////////////////////////
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void RenderTarget::ApplyCurrentView()
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{
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// Set the viewport
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IntRect viewport = GetViewport(myView);
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int top = GetHeight() - (viewport.Top + viewport.Height);
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GLCheck(glViewport(viewport.Left, top, viewport.Width, viewport.Height));
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// Set the projection matrix
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GLCheck(glMatrixMode(GL_PROJECTION));
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GLCheck(glLoadMatrixf(myView.GetTransform().GetMatrix()));
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// Go back to model-view mode
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GLCheck(glMatrixMode(GL_MODELVIEW));
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myCache.ViewChanged = false;
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}
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////////////////////////////////////////////////////////////
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void RenderTarget::ApplyBlendMode(BlendMode mode)
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{
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switch (mode)
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{
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// Alpha blending
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// glBlendFuncSeparateEXT is used when available to avoid an incorrect alpha value when the target
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// is a RenderTexture -- in this case the alpha value must be written directly to the target buffer
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default :
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case BlendAlpha :
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if (GLEW_EXT_blend_func_separate)
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GLCheck(glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
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else
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GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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break;
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// Additive blending
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case BlendAdd :
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GLCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE));
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break;
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// Multiplicative blending
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case BlendMultiply :
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GLCheck(glBlendFunc(GL_DST_COLOR, GL_ZERO));
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break;
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// No blending
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case BlendNone :
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GLCheck(glBlendFunc(GL_ONE, GL_ZERO));
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break;
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}
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myCache.LastBlendMode = mode;
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}
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////////////////////////////////////////////////////////////
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void RenderTarget::ApplyTransform(const Transform& transform)
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{
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// No need to call glMatrixMode(GL_MODELVIEW), it is always the
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// current mode (for optimization purpose, since it's the most used)
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GLCheck(glLoadMatrixf(transform.GetMatrix()));
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}
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////////////////////////////////////////////////////////////
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void RenderTarget::ApplyTexture(const Texture* texture)
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{
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if (texture)
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texture->Bind(Texture::Pixels);
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else
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GLCheck(glBindTexture(GL_TEXTURE_2D, 0));
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myCache.LastTextureId = texture ? texture->myCacheId : 0;
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}
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////////////////////////////////////////////////////////////
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void RenderTarget::ApplyShader(const Shader* shader)
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{
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if (shader)
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shader->Bind();
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else
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GLCheck(glUseProgramObjectARB(0));
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}
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} // namespace sf
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////////////////////////////////////////////////////////////
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// Render states caching strategies
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//
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// * View
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// If SetView was called since last draw, the projection
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// matrix is updated. We don't need more, the view doesn't
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// change frequently.
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//
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// * Transform
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// The transform matrix is usually expensive because each
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// entity will most likely use a different transform. This can
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// lead, in worst case, to changing it every 4 vertices.
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// To avoid that, when the vertex count is low enough, we
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// pre-transform them and therefore use an identity transform
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// to render them.
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//
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// * Blending mode
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// It's a simple integral value, so we can easily check
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// whether the value to apply is the same as before or not.
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//
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// * Texture
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// Storing the pointer or OpenGL ID of the last used texture
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// is not enough; if the sf::Texture instance is destroyed,
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// both the pointer and the OpenGL ID might be recycled in
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// a new texture instance. We need to use our own unique
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// identifier system to ensure consistent caching.
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//
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// * Shader
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// Shaders are very hard to optimize, because they have
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// parameters that can be hard (if not impossible) to track,
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// like matrices or textures. The only optimization that we
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// do is that we avoid setting a null shader if there was
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// already none for the previous draw.
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//
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////////////////////////////////////////////////////////////
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@ -27,6 +27,7 @@
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/RenderTextureImplDefault.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Graphics/TextureSaver.hpp>
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#include <SFML/Window/Context.hpp>
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#include <SFML/System/Err.hpp>
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@ -77,6 +78,9 @@ bool RenderTextureImplDefault::Activate(bool active)
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////////////////////////////////////////////////////////////
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void RenderTextureImplDefault::UpdateTexture(unsigned int textureId)
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{
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// Make sure that the current texture binding will be preserved
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priv::TextureSaver save;
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// Copy the rendered pixels to the texture
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GLCheck(glBindTexture(GL_TEXTURE_2D, textureId));
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GLCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, myWidth, myHeight));
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@ -83,7 +83,7 @@ bool RenderTextureImplFBO::IsAvailable()
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////////////////////////////////////////////////////////////
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bool RenderTextureImplFBO::Create(unsigned int width, unsigned int height, unsigned int textureId, bool depthBuffer)
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{
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//Create the context
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// Create the context
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myContext = new Context;
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// Create the framebuffer object
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@ -28,12 +28,33 @@
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/Image.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Graphics/TextureSaver.hpp>
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#include <SFML/Window/Window.hpp>
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#include <SFML/System/Mutex.hpp>
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#include <SFML/System/Lock.hpp>
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#include <SFML/System/Err.hpp>
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#include <cassert>
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#include <cstring>
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////////////////////////////////////////////////////////////
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// Private data
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////////////////////////////////////////////////////////////
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namespace
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{
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// Thread-safe unique identifier generator,
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// is used for states cache (see RenderTarget)
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sf::Uint64 GetUniqueId()
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{
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static sf::Uint64 id = 1; // start at 1, zero is "no texture"
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static sf::Mutex mutex;
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sf::Lock lock(mutex);
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return id++;
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}
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}
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namespace sf
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{
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////////////////////////////////////////////////////////////
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@ -45,7 +66,8 @@ myTextureHeight(0),
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myTexture (0),
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myIsSmooth (false),
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myIsRepeated (false),
|
||||
myPixelsFlipped(false)
|
||||
myPixelsFlipped(false),
|
||||
myCacheId (GetUniqueId())
|
||||
{
|
||||
|
||||
}
|
||||
@ -60,7 +82,8 @@ myTextureHeight(0),
|
||||
myTexture (0),
|
||||
myIsSmooth (copy.myIsSmooth),
|
||||
myIsRepeated (copy.myIsRepeated),
|
||||
myPixelsFlipped(false)
|
||||
myPixelsFlipped(false),
|
||||
myCacheId (GetUniqueId())
|
||||
{
|
||||
if (copy.myTexture)
|
||||
LoadFromImage(copy.CopyToImage());
|
||||
@ -123,6 +146,9 @@ bool Texture::Create(unsigned int width, unsigned int height)
|
||||
myTexture = static_cast<unsigned int>(texture);
|
||||
}
|
||||
|
||||
// Make sure that the current texture binding will be preserved
|
||||
priv::TextureSaver save;
|
||||
|
||||
// Initialize the texture
|
||||
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
|
||||
GLCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, myTextureWidth, myTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
|
||||
@ -130,6 +156,7 @@ bool Texture::Create(unsigned int width, unsigned int height)
|
||||
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE));
|
||||
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
|
||||
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
|
||||
myCacheId = GetUniqueId();
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -195,6 +222,9 @@ bool Texture::LoadFromImage(const Image& image, const IntRect& area)
|
||||
// Create the texture and upload the pixels
|
||||
if (Create(rectangle.Width, rectangle.Height))
|
||||
{
|
||||
// Make sure that the current texture binding will be preserved
|
||||
priv::TextureSaver save;
|
||||
|
||||
// Copy the pixels to the texture, row by row
|
||||
const Uint8* pixels = image.GetPixelsPtr() + 4 * (rectangle.Left + (width * rectangle.Top));
|
||||
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
|
||||
@ -237,6 +267,9 @@ Image Texture::CopyToImage() const
|
||||
|
||||
EnsureGlContext();
|
||||
|
||||
// Make sure that the current texture binding will be preserved
|
||||
priv::TextureSaver save;
|
||||
|
||||
// Create an array of pixels
|
||||
std::vector<Uint8> pixels(myWidth * myHeight * 4);
|
||||
|
||||
@ -302,10 +335,14 @@ void Texture::Update(const Uint8* pixels, unsigned int width, unsigned int heigh
|
||||
{
|
||||
EnsureGlContext();
|
||||
|
||||
// Make sure that the current texture binding will be preserved
|
||||
priv::TextureSaver save;
|
||||
|
||||
// Copy pixels from the given array to the texture
|
||||
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
|
||||
GLCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
|
||||
myPixelsFlipped = false;
|
||||
myCacheId = GetUniqueId();
|
||||
}
|
||||
}
|
||||
|
||||
@ -340,10 +377,14 @@ void Texture::Update(const Window& window, unsigned int x, unsigned int y)
|
||||
|
||||
if (myTexture && window.SetActive(true))
|
||||
{
|
||||
// Make sure that the current texture binding will be preserved
|
||||
priv::TextureSaver save;
|
||||
|
||||
// Copy pixels from the back-buffer to the texture
|
||||
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
|
||||
GLCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 0, 0, window.GetWidth(), window.GetHeight()));
|
||||
myPixelsFlipped = true;
|
||||
myCacheId = GetUniqueId();
|
||||
}
|
||||
}
|
||||
|
||||
@ -380,6 +421,9 @@ void Texture::Bind(CoordinateType coordinateType) const
|
||||
// Load the matrix
|
||||
GLCheck(glMatrixMode(GL_TEXTURE));
|
||||
GLCheck(glLoadMatrixf(matrix));
|
||||
|
||||
// Go back to model-view mode (sf::RenderTarget relies on it)
|
||||
GLCheck(glMatrixMode(GL_MODELVIEW));
|
||||
}
|
||||
}
|
||||
|
||||
@ -395,6 +439,9 @@ void Texture::SetSmooth(bool smooth)
|
||||
{
|
||||
EnsureGlContext();
|
||||
|
||||
// Make sure that the current texture binding will be preserved
|
||||
priv::TextureSaver save;
|
||||
|
||||
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
|
||||
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
|
||||
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
|
||||
@ -421,6 +468,9 @@ void Texture::SetRepeated(bool repeated)
|
||||
{
|
||||
EnsureGlContext();
|
||||
|
||||
// Make sure that the current texture binding will be preserved
|
||||
priv::TextureSaver save;
|
||||
|
||||
GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
|
||||
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE));
|
||||
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, myIsRepeated ? GL_REPEAT : GL_CLAMP_TO_EDGE));
|
||||
@ -461,6 +511,7 @@ Texture& Texture::operator =(const Texture& right)
|
||||
std::swap(myIsSmooth, temp.myIsSmooth);
|
||||
std::swap(myIsRepeated, temp.myIsRepeated);
|
||||
std::swap(myPixelsFlipped, temp.myPixelsFlipped);
|
||||
myCacheId = GetUniqueId();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
50
src/SFML/Graphics/TextureSaver.cpp
Normal file
50
src/SFML/Graphics/TextureSaver.cpp
Normal file
@ -0,0 +1,50 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied warranty.
|
||||
// In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it freely,
|
||||
// subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented;
|
||||
// you must not claim that you wrote the original software.
|
||||
// If you use this software in a product, an acknowledgment
|
||||
// in the product documentation would be appreciated but is not required.
|
||||
//
|
||||
// 2. Altered source versions must be plainly marked as such,
|
||||
// and must not be misrepresented as being the original software.
|
||||
//
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Graphics/TextureSaver.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
TextureSaver::TextureSaver()
|
||||
{
|
||||
GLCheck(glGetIntegerv(GL_TEXTURE_BINDING_2D, &myTextureBinding));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
TextureSaver::~TextureSaver()
|
||||
{
|
||||
GLCheck(glBindTexture(GL_TEXTURE_2D, myTextureBinding));
|
||||
}
|
||||
|
||||
} // namespace priv
|
||||
|
||||
} // namespace sf
|
75
src/SFML/Graphics/TextureSaver.hpp
Normal file
75
src/SFML/Graphics/TextureSaver.hpp
Normal file
@ -0,0 +1,75 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied warranty.
|
||||
// In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it freely,
|
||||
// subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented;
|
||||
// you must not claim that you wrote the original software.
|
||||
// If you use this software in a product, an acknowledgment
|
||||
// in the product documentation would be appreciated but is not required.
|
||||
//
|
||||
// 2. Altered source versions must be plainly marked as such,
|
||||
// and must not be misrepresented as being the original software.
|
||||
//
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef SFML_TEXTURESAVER_HPP
|
||||
#define SFML_TEXTURESAVER_HPP
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Graphics/GLCheck.hpp>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Automatic wrapper for saving and restoring the current texture binding
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class TextureSaver
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// The current texture binding is saved.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
TextureSaver();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
/// The previous texture binding is restored.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~TextureSaver();
|
||||
|
||||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
GLint myTextureBinding; ///< Texture binding to restore
|
||||
};
|
||||
|
||||
} // namespace priv
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_TEXTURESAVER_HPP
|
Loading…
Reference in New Issue
Block a user