mirror of
https://github.com/MaddyThorson/StrawberryBF.git
synced 2024-11-25 16:18:56 +08:00
Fix texures
* Add missing Mipmap generation call * Add missing state clearing * Add optional linear Mipmap flag setting * Add optional edge clamping * Fix texture orientation in Batcher.bf * Fix example
This commit is contained in:
parent
decb8b855d
commit
ae8ffdd2e3
|
@ -8,6 +8,7 @@ namespace Strawberry.Sample
|
||||||
static public int Main(String[] args)
|
static public int Main(String[] args)
|
||||||
{
|
{
|
||||||
let sdl = scope SDL2PlatformLayer();
|
let sdl = scope SDL2PlatformLayer();
|
||||||
|
sdl.TexturesEnableEdgeClamping = true;
|
||||||
let game = scope SampleGame(sdl);
|
let game = scope SampleGame(sdl);
|
||||||
|
|
||||||
game.Run();
|
game.Run();
|
||||||
|
|
|
@ -69,10 +69,10 @@ namespace Strawberry
|
||||||
public void Tex(Texture texture, float x, float y)
|
public void Tex(Texture texture, float x, float y)
|
||||||
{
|
{
|
||||||
PushQuad(.TextureTint, texture,
|
PushQuad(.TextureTint, texture,
|
||||||
.Tex(.(x, y), .(0, 1), Color.White),
|
.Tex(.(x, y), .(0, 0), Color.White),
|
||||||
.Tex(.(x + texture.Width, y), .(1, 1), Color.White),
|
.Tex(.(x + texture.Width, y), .(1, 0), Color.White),
|
||||||
.Tex(.(x + texture.Width, y + texture.Height), .(1, 0), Color.White),
|
.Tex(.(x + texture.Width, y + texture.Height), .(1, 1), Color.White),
|
||||||
.Tex(.(x, y + texture.Height), .(0, 0), Color.White));
|
.Tex(.(x, y + texture.Height), .(0, 1), Color.White));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,6 +8,8 @@ namespace Strawberry.SDL2
|
||||||
{
|
{
|
||||||
public int TransformMatrixLocation { get; private set; }
|
public int TransformMatrixLocation { get; private set; }
|
||||||
public int TextureMatrixLocation { get; private set; }
|
public int TextureMatrixLocation { get; private set; }
|
||||||
|
public bool TexturesEnableLinearFilter = false;
|
||||||
|
public bool TexturesEnableEdgeClamping = false;
|
||||||
|
|
||||||
private SDL.Window* window;
|
private SDL.Window* window;
|
||||||
private SDL.Surface* screen;
|
private SDL.Surface* screen;
|
||||||
|
@ -174,7 +176,7 @@ namespace Strawberry.SDL2
|
||||||
Debug.Assert(surface != null, "Could not load from path.");
|
Debug.Assert(surface != null, "Could not load from path.");
|
||||||
Debug.Assert(surface.format.bytesPerPixel == 4, "Surface format incorrect.");
|
Debug.Assert(surface.format.bytesPerPixel == 4, "Surface format incorrect.");
|
||||||
|
|
||||||
var tex = new Texture(surface.w, surface.h, (uint8*)surface.pixels);
|
var tex = new Texture(surface.w, surface.h, (uint8*)surface.pixels, TexturesEnableLinearFilter, TexturesEnableEdgeClamping);
|
||||||
SDL.FreeSurface(surface);
|
SDL.FreeSurface(surface);
|
||||||
|
|
||||||
return tex;
|
return tex;
|
||||||
|
|
|
@ -6,14 +6,32 @@ namespace Strawberry
|
||||||
public int Width { get; private set; }
|
public int Width { get; private set; }
|
||||||
public int Height { get; private set; }
|
public int Height { get; private set; }
|
||||||
|
|
||||||
public this(int width, int height, uint8* pixels)
|
public this(int width, int height, uint8* pixels, bool indLinear, bool indClamp)
|
||||||
{
|
{
|
||||||
Width = width;
|
Width = width;
|
||||||
Height = height;
|
Height = height;
|
||||||
|
|
||||||
GL.glGenTextures(1, &Handle);
|
GL.glGenTextures(1, &Handle);
|
||||||
GL.glBindTexture(GL.GL_TEXTURE_2D, Handle);
|
GL.glBindTexture(GL.GL_TEXTURE_2D, Handle);
|
||||||
|
|
||||||
|
// (OPTIONAL) Set linear Mipmaps
|
||||||
|
if (indLinear) {
|
||||||
|
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
|
||||||
|
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
}
|
||||||
|
|
||||||
|
// (OPTIONAL) Apply edge clamping
|
||||||
|
if (indClamp) {
|
||||||
|
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
|
||||||
|
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
|
||||||
|
}
|
||||||
|
|
||||||
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
|
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
|
||||||
|
|
||||||
|
GL.glGenerateMipmap(GL.GL_TEXTURE_2D); // Unavailable in OpenGL 2.1.
|
||||||
|
|
||||||
|
// Clear state
|
||||||
|
GL.glBindTexture(GL.GL_TEXTURE_2D, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ~this()
|
public ~this()
|
||||||
|
|
Loading…
Reference in New Issue
Block a user