source: nanovis/trunk/Texture2D.cpp @ 5704

Last change on this file since 5704 was 3611, checked in by ldelgass, 7 years ago

Use nv namespace for classes in nanovis rather than prefixing class names with
Nv (still need to convert shader classes).

  • Property svn:eol-style set to native
File size: 3.6 KB
Line 
1/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */
2/*
3 * ----------------------------------------------------------------------
4 * Texture2D.h: 2d texture class
5 *
6 * ======================================================================
7 *  AUTHOR:  Wei Qiao <qiaow@purdue.edu>
8 *           Purdue Rendering and Perceptualization Lab (PURPL)
9 *
10 *  Copyright (c) 2004-2013  HUBzero Foundation, LLC
11 *
12 *  See the file "license.terms" for information on usage and
13 *  redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES.
14 * ======================================================================
15 */
16#include <stdio.h>
17#include <assert.h>
18#include <math.h>
19
20#include "config.h"
21
22#include "Texture2D.h"
23#include "Trace.h"
24
25using namespace nv;
26
27Texture2D::Texture2D() :
28    _width(0),
29    _height(0),
30    _numComponents(3),
31    _glResourceAllocated(false),
32    _id(0),
33    _type(GL_FLOAT),
34    _interpType(GL_LINEAR),
35    _wrapS(GL_CLAMP_TO_EDGE),
36    _wrapT(GL_CLAMP_TO_EDGE)
37{}
38
39Texture2D::Texture2D(int width, int height,
40                     GLuint type, GLuint interp,
41                     int numComponents, void *data) :
42    _width(width),
43    _height(height),
44    _numComponents(numComponents),
45    _glResourceAllocated(false),
46    _id(0),
47    _type(type),
48    _interpType(interp),
49    _wrapS(GL_CLAMP_TO_EDGE),
50    _wrapT(GL_CLAMP_TO_EDGE)
51{
52    if (data != NULL)
53        initialize(data);
54}
55
56Texture2D::~Texture2D()
57{
58    glDeleteTextures(1, &_id);
59}
60
61GLuint Texture2D::initialize(void *data)
62{
63    if (_glResourceAllocated)
64        glDeleteTextures(1, &_id);
65
66    glGenTextures(1, &_id);
67
68    update(data);
69
70    _glResourceAllocated = true;
71    return _id;
72}
73
74void Texture2D::update(void *data)
75{
76#ifdef USE_HALF_FLOAT
77    static GLuint halfFloatFormats[] = {
78        (GLuint)-1, GL_LUMINANCE16F_ARB, GL_LUMINANCE_ALPHA16F_ARB,
79        GL_RGB16F_ARB, GL_RGBA16F_ARB
80    };
81#elif defined(HAVE_FLOAT_TEXTURES)
82    static GLuint floatFormats[] = {
83        (GLuint)-1, GL_LUMINANCE32F_ARB, GL_LUMINANCE_ALPHA32F_ARB,
84        GL_RGB32F_ARB, GL_RGBA32F_ARB
85    };
86#endif
87    static GLuint basicFormats[] = {
88       (GLuint) -1, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, GL_RGBA
89    };
90
91    glBindTexture(GL_TEXTURE_2D, _id);
92
93    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
94
95    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _wrapS);
96    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _wrapT);
97
98    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _interpType);
99    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _interpType);
100
101    //to do: add handling to more formats
102    GLuint *targetFormats;
103#ifdef HAVE_FLOAT_TEXTURES
104    if (_type == GL_FLOAT) {
105# ifdef USE_HALF_FLOAT
106        targetFormats = halfFloatFormats;
107# else
108        targetFormats = floatFormats;
109# endif
110    } else {
111#endif
112        targetFormats = basicFormats;
113#ifdef HAVE_FLOAT_TEXTURES
114    }
115#endif
116
117    glTexImage2D(GL_TEXTURE_2D, 0, targetFormats[_numComponents],
118                 _width, _height, 0, 
119                 basicFormats[_numComponents], _type, data);
120
121    assert(glGetError() == 0);
122}
123
124void Texture2D::activate()
125{
126    glBindTexture(GL_TEXTURE_2D, _id);
127    glEnable(GL_TEXTURE_2D);
128}
129
130void Texture2D::deactivate()
131{
132    glDisable(GL_TEXTURE_2D);           
133}
134
135void Texture2D::setWrapS(GLuint wrapMode)
136{
137    _wrapS = wrapMode;
138}
139
140void Texture2D::setWrapT(GLuint wrapMode)
141{
142    _wrapT = wrapMode;
143}
144
145void Texture2D::checkMaxSize()
146{
147    GLint max = 0;
148    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max);
149       
150    TRACE("max texture size: %d", max);
151}
152
153void Texture2D::checkMaxUnit()
154{
155    int max = 0;
156    glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &max);
157
158    TRACE("max texture units: %d", max);
159}
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