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FS#133 - Add a function to make fast updates of an image's pixels from an external source
Removed sf::Image constructors that called CreateXxx or LoadXxx (there was no way to check errors) git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1307 4e206d99-4929-0410-ac5d-dfc041789085
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@ -62,26 +62,6 @@ public :
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////////////////////////////////////////////////////////////
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Image(const Image& copy);
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////////////////////////////////////////////////////////////
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/// Construct an empty image
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///
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/// \param width : Image width
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/// \param height : Image height
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/// \param color : Image color
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///
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////////////////////////////////////////////////////////////
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Image(unsigned int width, unsigned int height, const Color& color = Color(0, 0, 0));
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////////////////////////////////////////////////////////////
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/// Construct the image from pixels in memory
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///
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/// \param width : Image width
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/// \param height : Image height
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/// \param pixels : Pointer to the pixels in memory (assumed format is RGBA)
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///
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////////////////////////////////////////////////////////////
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Image(unsigned int width, unsigned int height, const Uint8* pixels);
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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@ -209,6 +189,28 @@ public :
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////////////////////////////////////////////////////////////
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const Uint8* GetPixelsPtr() const;
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////////////////////////////////////////////////////////////
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/// Update the whole image from an array of pixels
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///
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/// \param pixels : Array of pixels to write to the image
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///
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////////////////////////////////////////////////////////////
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void UpdatePixels(const Uint8* pixels);
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////////////////////////////////////////////////////////////
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/// Update a sub-rectangle of the image from an array of pixels
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///
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/// Warning: for performances reasons, this function doesn't
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/// perform any check; thus you're responsible of ensuring that
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/// \a rectangle does not exceed the image size, and that
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/// \a pixels contain enough elements.
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///
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/// \param rectangle : Sub-rectangle of the image to update
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/// \param pixels : Array of pixels to write to the image
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///
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////////////////////////////////////////////////////////////
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void UpdatePixels(const Uint8* pixels, const IntRect& rectangle);
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////////////////////////////////////////////////////////////
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/// Bind the image for rendering
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///
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@ -302,12 +304,14 @@ private :
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////////////////////////////////////////////////////////////
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/// Make sure the texture in video memory is updated with the
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/// array of pixels
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///
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////////////////////////////////////////////////////////////
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void EnsureTextureUpdate();
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////////////////////////////////////////////////////////////
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/// Make sure the array of pixels is updated with the
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/// texture in video memory
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///
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////////////////////////////////////////////////////////////
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void EnsureArrayUpdate();
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@ -82,42 +82,6 @@ Resource<Image>(copy)
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}
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////////////////////////////////////////////////////////////
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/// Construct an empty image
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////////////////////////////////////////////////////////////
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Image::Image(unsigned int width, unsigned int height, const Color& color) :
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myWidth (0),
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myHeight (0),
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myTextureWidth (0),
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myTextureHeight (0),
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myTexture (0),
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myIsSmooth (true),
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myNeedTextureUpdate(false),
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myNeedArrayUpdate (false),
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myPixelsFlipped (false)
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{
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Create(width, height, color);
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}
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////////////////////////////////////////////////////////////
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/// Construct the image from pixels in memory
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////////////////////////////////////////////////////////////
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Image::Image(unsigned int width, unsigned int height, const Uint8* data) :
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myWidth (0),
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myHeight (0),
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myTextureWidth (0),
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myTextureHeight (0),
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myTexture (0),
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myIsSmooth (true),
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myNeedTextureUpdate(false),
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myNeedArrayUpdate (false),
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myPixelsFlipped (false)
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{
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LoadFromPixels(width, height, data);
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}
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////////////////////////////////////////////////////////////
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/// Destructor
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////////////////////////////////////////////////////////////
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@ -482,6 +446,47 @@ const Uint8* Image::GetPixelsPtr() const
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}
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////////////////////////////////////////////////////////////
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/// Update the whole image from an array of pixels
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////////////////////////////////////////////////////////////
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void Image::UpdatePixels(const Uint8* pixels)
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{
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GLint previous;
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GLCheck(glGetIntegerv(GL_TEXTURE_BINDING_2D, &previous));
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// Update the texture from the array of pixels
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GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
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GLCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, myWidth, myHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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myNeedArrayUpdate = true;
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myNeedTextureUpdate = false;
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}
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////////////////////////////////////////////////////////////
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/// Update a sub-rectangle of the image from an array of pixels
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////////////////////////////////////////////////////////////
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void Image::UpdatePixels(const Uint8* pixels, const IntRect& rectangle)
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{
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// Make sure that the texture is up-to-date
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EnsureTextureUpdate();
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GLint previous;
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GLCheck(glGetIntegerv(GL_TEXTURE_BINDING_2D, &previous));
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// Update the texture from the array of pixels
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GLCheck(glBindTexture(GL_TEXTURE_2D, myTexture));
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GLCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, rectangle.Left, rectangle.Top, rectangle.GetSize().x, rectangle.GetSize().y, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
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GLCheck(glBindTexture(GL_TEXTURE_2D, previous));
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// The pixel cache is no longer up-to-date
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myNeedArrayUpdate = true;
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}
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////////////////////////////////////////////////////////////
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/// Bind the image for rendering
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////////////////////////////////////////////////////////////
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