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https://github.com/SFML/SFML.git
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Implemented support for explicit mipmap generation in sf::Texture and sf::RenderTexture. (#123)
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2c7b58f406
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@ -21,7 +21,7 @@ int main()
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bool exit = false;
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bool sRgb = false;
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while(!exit)
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while (!exit)
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{
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// Request a 24-bits depth buffer when creating the window
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sf::ContextSettings contextSettings;
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@ -44,26 +44,24 @@ int main()
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if (!font.loadFromFile("resources/sansation.ttf"))
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return EXIT_FAILURE;
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sf::Text text("SFML / OpenGL demo", font);
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sf::Text instructions("Press space to toggle sRGB conversion", font);
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sf::Text sRgbInstructions("Press space to toggle sRGB conversion", font);
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sf::Text mipmapInstructions("Press return to toggle mipmapping", font);
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text.setFillColor(sf::Color(255, 255, 255, 170));
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instructions.setFillColor(sf::Color(255, 255, 255, 170));
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sRgbInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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mipmapInstructions.setFillColor(sf::Color(255, 255, 255, 170));
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text.setPosition(250.f, 450.f);
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instructions.setPosition(150.f, 500.f);
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sRgbInstructions.setPosition(150.f, 500.f);
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mipmapInstructions.setPosition(180.f, 550.f);
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// Load an OpenGL texture.
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// We could directly use a sf::Texture as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from an image
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GLuint texture = 0;
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{
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sf::Image image;
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if (!image.loadFromFile("resources/texture.jpg"))
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return EXIT_FAILURE;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, sRgb ? GL_SRGB8_ALPHA8 : GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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// Load a texture to apply to our 3D cube
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sf::Texture texture;
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if (!texture.loadFromFile("resources/texture.jpg"))
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return EXIT_FAILURE;
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// Attempt to generate a mipmap for our cube texture
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// We don't check the return value here since
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// mipmapping is purely optional in this example
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texture.generateMipmap();
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// Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST);
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@ -84,7 +82,7 @@ int main()
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// Bind the texture
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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sf::Texture::bind(&texture);
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// Define a 3D cube (6 faces made of 2 triangles composed by 3 vertices)
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static const GLfloat cube[] =
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@ -146,6 +144,9 @@ int main()
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// Create a clock for measuring the time elapsed
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sf::Clock clock;
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// Flag to track whether mipmapping is currently enabled
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bool mipmapEnabled = true;
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// Start game loop
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while (window.isOpen())
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{
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@ -167,6 +168,25 @@ int main()
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window.close();
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}
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// Return key: toggle mipmapping
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Return))
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{
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if (mipmapEnabled)
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{
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// We simply reload the texture to disable mipmapping
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if (!texture.loadFromFile("resources/texture.jpg"))
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return EXIT_FAILURE;
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mipmapEnabled = false;
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}
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else
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{
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texture.generateMipmap();
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mipmapEnabled = true;
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}
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}
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// Space key: toggle sRGB conversion
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if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space))
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{
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@ -205,15 +225,13 @@ int main()
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// Draw some text on top of our OpenGL object
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window.pushGLStates();
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window.draw(text);
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window.draw(instructions);
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window.draw(sRgbInstructions);
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window.draw(mipmapInstructions);
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window.popGLStates();
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// Finally, display the rendered frame on screen
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window.display();
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}
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// Don't forget to destroy our texture
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glDeleteTextures(1, &texture);
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}
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return EXIT_SUCCESS;
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@ -131,6 +131,22 @@ public:
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////////////////////////////////////////////////////////////
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bool isRepeated() const;
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////////////////////////////////////////////////////////////
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/// \brief Generate a mipmap using the current texture data
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///
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/// This function is similar to Texture::generateMipmap and operates
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/// on the texture used as the target for drawing.
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/// Be aware that any draw operation may modify the base level image data.
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/// For this reason, calling this function only makes sense after all
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/// drawing is completed and display has been called. Not calling display
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/// after subsequent drawing will lead to undefined behavior if a mipmap
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/// had been previously generated.
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///
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/// \return True if mipmap generation was successful, false if unsuccessful
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///
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////////////////////////////////////////////////////////////
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bool generateMipmap();
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate the render-texture for rendering
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///
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@ -445,6 +445,31 @@ public:
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////////////////////////////////////////////////////////////
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bool isRepeated() const;
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////////////////////////////////////////////////////////////
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/// \brief Generate a mipmap using the current texture data
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///
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/// Mipmaps are pre-computed chains of optimized textures. Each
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/// level of texture in a mipmap is generated by halving each of
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/// the previous level's dimensions. This is done until the final
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/// level has the size of 1x1. The textures generated in this process may
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/// make use of more advanced filters which might improve the visual quality
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/// of textures when they are applied to objects much smaller than they are.
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/// This is known as minification. Because fewer texels (texture elements)
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/// have to be sampled from when heavily minified, usage of mipmaps
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/// can also improve rendering performance in certain scenarios.
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///
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/// Mipmap generation relies on the necessary OpenGL extension being
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/// available. If it is unavailable or generation fails due to another
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/// reason, this function will return false. Mipmap data is only valid from
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/// the time it is generated until the next time the base level image is
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/// modified, at which point this function will have to be called again to
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/// regenerate it.
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///
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/// \return True if mipmap generation was successful, false if unsuccessful
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///
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////////////////////////////////////////////////////////////
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bool generateMipmap();
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////////////////////////////////////////////////////////////
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/// \brief Overload of assignment operator
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///
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@ -532,6 +557,15 @@ private:
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////////////////////////////////////////////////////////////
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static unsigned int getValidSize(unsigned int size);
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////////////////////////////////////////////////////////////
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/// \brief Invalidate the mipmap if one exists
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///
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/// This also resets the texture's minifying function.
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/// This function is mainly for internal use by RenderTexture.
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///
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////////////////////////////////////////////////////////////
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void invalidateMipmap();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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@ -543,6 +577,7 @@ private:
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bool m_isRepeated; ///< Is the texture in repeat mode?
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mutable bool m_pixelsFlipped; ///< To work around the inconsistency in Y orientation
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bool m_fboAttachment; ///< Is this texture owned by a framebuffer object?
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bool m_hasMipmap; ///< Has the mipmap been generated?
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Uint64 m_cacheId; ///< Unique number that identifies the texture to the render target's cache
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};
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@ -101,6 +101,7 @@
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#define GLEXT_glCheckFramebufferStatus glCheckFramebufferStatusOES
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#define GLEXT_glFramebufferTexture2D glFramebufferTexture2DOES
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#define GLEXT_glFramebufferRenderbuffer glFramebufferRenderbufferOES
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#define GLEXT_glGenerateMipmap glGenerateMipmapOES
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#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
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#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_OES
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#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT16_OES
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@ -228,6 +229,7 @@
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#define GLEXT_glCheckFramebufferStatus glCheckFramebufferStatusEXT
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#define GLEXT_glFramebufferTexture2D glFramebufferTexture2DEXT
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#define GLEXT_glFramebufferRenderbuffer glFramebufferRenderbufferEXT
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#define GLEXT_glGenerateMipmap glGenerateMipmapEXT
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#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
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#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_EXT
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#define GLEXT_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
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@ -116,6 +116,13 @@ bool RenderTexture::isRepeated() const
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}
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////////////////////////////////////////////////////////////
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bool RenderTexture::generateMipmap()
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{
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return m_texture.generateMipmap();
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}
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////////////////////////////////////////////////////////////
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bool RenderTexture::setActive(bool active)
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{
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@ -131,6 +138,7 @@ void RenderTexture::display()
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{
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m_impl->updateTexture(m_texture.m_texture);
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m_texture.m_pixelsFlipped = true;
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m_texture.invalidateMipmap();
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}
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}
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@ -88,6 +88,7 @@ m_sRgb (false),
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m_isRepeated (false),
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m_pixelsFlipped(false),
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m_fboAttachment(false),
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m_hasMipmap (false),
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m_cacheId (getUniqueId())
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{
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}
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@ -103,6 +104,7 @@ m_sRgb (copy.m_sRgb),
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m_isRepeated (copy.m_isRepeated),
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m_pixelsFlipped(false),
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m_fboAttachment(false),
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m_hasMipmap (false),
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m_cacheId (getUniqueId())
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{
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if (copy.m_texture)
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@ -217,6 +219,8 @@ bool Texture::create(unsigned int width, unsigned int height)
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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m_cacheId = getUniqueId();
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m_hasMipmap = false;
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return true;
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}
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@ -298,6 +302,9 @@ bool Texture::loadFromImage(const Image& image, const IntRect& area)
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pixels += 4 * width;
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}
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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m_hasMipmap = false;
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// Force an OpenGL flush, so that the texture will appear updated
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// in all contexts immediately (solves problems in multi-threaded apps)
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glCheck(glFlush());
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@ -425,6 +432,8 @@ void Texture::update(const Uint8* pixels, unsigned int width, unsigned int heigh
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// Copy pixels from the given array to the texture
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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m_hasMipmap = false;
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m_pixelsFlipped = false;
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m_cacheId = getUniqueId();
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}
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@ -467,6 +476,8 @@ void Texture::update(const Window& window, unsigned int x, unsigned int y)
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// Copy pixels from the back-buffer to the texture
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 0, 0, window.getSize().x, window.getSize().y));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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m_hasMipmap = false;
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m_pixelsFlipped = true;
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m_cacheId = getUniqueId();
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}
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@ -489,7 +500,15 @@ void Texture::setSmooth(bool smooth)
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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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if (m_hasMipmap)
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{
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_LINEAR));
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}
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else
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{
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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}
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}
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}
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}
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@ -561,6 +580,51 @@ bool Texture::isRepeated() const
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}
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////////////////////////////////////////////////////////////
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bool Texture::generateMipmap()
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{
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if (!m_texture)
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return false;
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ensureGlContext();
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// Make sure that extensions are initialized
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priv::ensureExtensionsInit();
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if (!GLEXT_framebuffer_object)
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return false;
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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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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(GLEXT_glGenerateMipmap(GL_TEXTURE_2D));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_LINEAR));
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m_hasMipmap = true;
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return true;
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}
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////////////////////////////////////////////////////////////
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void Texture::invalidateMipmap()
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{
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if (!m_hasMipmap)
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return;
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ensureGlContext();
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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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glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
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m_hasMipmap = false;
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}
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////////////////////////////////////////////////////////////
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void Texture::bind(const Texture* texture, CoordinateType coordinateType)
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{
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@ -641,6 +705,7 @@ Texture& Texture::operator =(const Texture& right)
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std::swap(m_isRepeated, temp.m_isRepeated);
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std::swap(m_pixelsFlipped, temp.m_pixelsFlipped);
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std::swap(m_fboAttachment, temp.m_fboAttachment);
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std::swap(m_hasMipmap, temp.m_hasMipmap);
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m_cacheId = getUniqueId();
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return *this;
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