106 lines
3.8 KiB
C++
106 lines
3.8 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Creates an openGL texture from an Image.
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@tags{OpenGL}
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*/
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class JUCE_API OpenGLTexture
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{
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public:
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OpenGLTexture();
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~OpenGLTexture();
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/** Creates a texture from the given image.
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Note that if the image's dimensions aren't a power-of-two, the texture may
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be created with a larger size.
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The image will be arranged so that its top-left corner is at texture
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coordinate (0, 1).
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*/
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void loadImage (const Image& image);
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/** Creates a texture from a raw array of pixels.
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If width and height are not powers-of-two, the texture will be created with a
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larger size, and only the subsection (0, 0, width, height) will be initialised.
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The data is sent directly to the OpenGL driver without being flipped vertically,
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so the first pixel will be mapped onto texture coordinate (0, 0).
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*/
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void loadARGB (const PixelARGB* pixels, int width, int height);
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/** Creates a texture from a raw array of pixels.
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This is like loadARGB, but will vertically flip the data so that the first
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pixel ends up at texture coordinate (0, 1), and if the width and height are
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not powers-of-two, it will compensate by using a larger texture size.
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*/
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void loadARGBFlipped (const PixelARGB* pixels, int width, int height);
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/** Creates an alpha-channel texture from an array of alpha values.
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If width and height are not powers-of-two, the texture will be created with a
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larger size, and only the subsection (0, 0, width, height) will be initialised.
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The data is sent directly to the OpenGL driver without being flipped vertically,
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so the first pixel will be mapped onto texture coordinate (0, 0).
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*/
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void loadAlpha (const uint8* pixels, int width, int height);
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/** Frees the texture, if there is one. */
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void release();
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/** Binds the texture to the currently active openGL context. */
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void bind() const;
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/** Unbinds the texture to the currently active openGL context. */
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void unbind() const;
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/** Returns the GL texture ID number. */
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GLuint getTextureID() const noexcept { return textureID; }
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int getWidth() const noexcept { return width; }
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int getHeight() const noexcept { return height; }
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/** Returns true if a texture can be created with the given size.
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Some systems may require that the sizes are powers-of-two.
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*/
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static bool isValidSize (int width, int height);
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private:
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GLuint textureID;
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int width, height;
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OpenGLContext* ownerContext;
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void create (int w, int h, const void*, GLenum, bool topLeft);
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLTexture)
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};
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} // namespace juce
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