Texture.cc 4.1 KB
Newer Older
1 2 3 4 5 6 7
#include "Texture.h"

Texture::Texture()
{

}

8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67
QString
Texture::getSourceURL(void)
{
    return sourceURL;
}

void
Texture::setID(GLuint id)
{
    this->id = id;
}

void
Texture::sync(const WebImagePtr& image)
{
    state = static_cast<State>(image->getState());

    if (image->getState() != WebImage::UNINITIALIZED &&
        sourceURL != image->getSourceURL())
    {
        sourceURL = image->getSourceURL();
    }

    if (image->getState() == WebImage::READY && image->getSyncFlag())
    {
        image->setSyncFlag(false);

        if (image->getWidth() != imageWidth ||
            image->getHeight() != imageHeight)
        {
            imageWidth = image->getWidth();
            textureWidth = 32;
            while (textureWidth < imageWidth)
            {
                textureWidth *= 2;
            }
            imageHeight = image->getHeight();
            textureHeight = 32;
            while (textureHeight < imageHeight)
            {
                textureHeight *= 2;
            }

            maxU = static_cast<double>(imageWidth)
                   / static_cast<double>(textureWidth);
            maxV = static_cast<double>(imageHeight)
                   / static_cast<double>(textureHeight);

            glBindTexture(GL_TEXTURE_2D, id);
            glTexImage2D(GL_TEXTURE_2D, 0, 3, textureWidth, textureHeight,
                         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
        }

        glBindTexture(GL_TEXTURE_2D, id);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, imageWidth, imageHeight,
                        GL_RGB, GL_UNSIGNED_BYTE, image->getData());

    }
}

68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84
void
Texture::draw(float x1, float y1, float x2, float y2,
              bool smoothInterpolation) const
{
    if (state == REQUESTED)
    {
        glBegin(GL_LINE_LOOP);
        glColor3f(0.0f, 0.0f, 1.0f);
        glVertex2f(x1, y1);
        glVertex2f(x2, y1);
        glVertex2f(x2, y2);
        glVertex2f(x1, y2);
        glEnd();
        return;
    }

    glEnable(GL_TEXTURE_2D);
85
    glBindTexture(GL_TEXTURE_2D, id);
86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117

    float dx, dy;
    if (smoothInterpolation)
    {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        dx = 1.0f / (2.0f * textureWidth);
        dy = 1.0f / (2.0f * textureHeight);
    }
    else
    {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        dx = 0.0f;
        dy = 0.0f;
    }

    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);

    glTexCoord2f(dx, maxV - dy);
    glVertex2f(x1, y1);
    glTexCoord2f(maxU - dx, maxV - dy);
    glVertex2f(x2, y1);
    glTexCoord2f(maxU - dx, dy);
    glVertex2f(x2, y2);
    glTexCoord2f(dx, dy);
    glVertex2f(x1, y2);

    glEnd();

    glDisable(GL_TEXTURE_2D);
118
}
119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171

void
Texture::draw(float x1, float y1, float x2, float y2,
              float x3, float y3, float x4, float y4,
              bool smoothInterpolation) const
{
    if (state == REQUESTED)
    {
        glBegin(GL_LINE_LOOP);
        glColor3f(0.0f, 0.0f, 1.0f);
        glVertex2f(x1, y1);
        glVertex2f(x2, y2);
        glVertex2f(x3, y3);
        glVertex2f(x4, y4);
        glEnd();
        return;
    }

    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, id);

    float dx, dy;
    if (smoothInterpolation)
    {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        dx = 1.0f / (2.0f * textureWidth);
        dy = 1.0f / (2.0f * textureHeight);
    }
    else
    {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        dx = 0.0f;
        dy = 0.0f;
    }

    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_QUADS);

    glTexCoord2f(dx, maxV - dy);
    glVertex2f(x1, y1);
    glTexCoord2f(maxU - dx, maxV - dy);
    glVertex2f(x2, y2);
    glTexCoord2f(maxU - dx, dy);
    glVertex2f(x3, y3);
    glTexCoord2f(dx, dy);
    glVertex2f(x4, y4);

    glEnd();

    glDisable(GL_TEXTURE_2D);
}