imgui-sfml-premake/sfml/src/SFML/Graphics/Texture.cpp

1080 lines
36 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/GLCheck.hpp>
#include <SFML/Graphics/GLExtensions.hpp>
#include <SFML/Graphics/Image.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/TextureSaver.hpp>
#include <SFML/Window/Context.hpp>
#include <SFML/Window/Window.hpp>
#include <SFML/System/Err.hpp>
#include <SFML/System/Exception.hpp>
#include <algorithm>
#include <array>
#include <atomic>
#include <ostream>
#include <utility>
#include <cassert>
#include <cstring>
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace TextureImpl
{
// Thread-safe unique identifier generator,
// is used for states cache (see RenderTarget)
std::uint64_t getUniqueId() noexcept
{
static std::atomic<std::uint64_t> id(1); // start at 1, zero is "no texture"
return id.fetch_add(1);
}
} // namespace TextureImpl
} // namespace
namespace sf
{
////////////////////////////////////////////////////////////
Texture::Texture() : m_cacheId(TextureImpl::getUniqueId())
{
}
////////////////////////////////////////////////////////////
Texture::Texture(const std::filesystem::path& filename, bool sRgb) : Texture()
{
if (!loadFromFile(filename, sRgb))
throw sf::Exception("Failed to load texture from file");
}
////////////////////////////////////////////////////////////
Texture::Texture(const std::filesystem::path& filename, bool sRgb, const IntRect& area) : Texture()
{
if (!loadFromFile(filename, sRgb, area))
throw sf::Exception("Failed to load texture from file");
}
////////////////////////////////////////////////////////////
Texture::Texture(const void* data, std::size_t size, bool sRgb) : Texture()
{
if (!loadFromMemory(data, size, sRgb))
throw sf::Exception("Failed to load texture from memory");
}
////////////////////////////////////////////////////////////
Texture::Texture(const void* data, std::size_t size, bool sRgb, const IntRect& area) : Texture()
{
if (!loadFromMemory(data, size, sRgb, area))
throw sf::Exception("Failed to load texture from memory");
}
////////////////////////////////////////////////////////////
Texture::Texture(InputStream& stream, bool sRgb) : Texture()
{
if (!loadFromStream(stream, sRgb))
throw sf::Exception("Failed to load texture from stream");
}
////////////////////////////////////////////////////////////
Texture::Texture(InputStream& stream, bool sRgb, const IntRect& area) : Texture()
{
if (!loadFromStream(stream, sRgb, area))
throw sf::Exception("Failed to load texture from stream");
}
////////////////////////////////////////////////////////////
Texture::Texture(const Image& image, bool sRgb) : Texture()
{
if (!loadFromImage(image, sRgb))
throw sf::Exception("Failed to load texture from image");
}
////////////////////////////////////////////////////////////
Texture::Texture(const Image& image, bool sRgb, const IntRect& area) : Texture()
{
if (!loadFromImage(image, sRgb, area))
throw sf::Exception("Failed to load texture from image");
}
////////////////////////////////////////////////////////////
Texture::Texture(Vector2u size, bool sRgb) : Texture()
{
if (!resize(size, sRgb))
throw sf::Exception("Failed to create texture");
}
////////////////////////////////////////////////////////////
Texture::Texture(const Texture& copy) :
GlResource(copy),
m_isSmooth(copy.m_isSmooth),
m_sRgb(copy.m_sRgb),
m_isRepeated(copy.m_isRepeated),
m_cacheId(TextureImpl::getUniqueId())
{
if (copy.m_texture)
{
if (resize(copy.getSize(), copy.isSrgb()))
{
update(copy);
}
else
{
err() << "Failed to copy texture, failed to resize texture" << std::endl;
}
}
}
////////////////////////////////////////////////////////////
Texture::~Texture()
{
// Destroy the OpenGL texture
if (m_texture)
{
const TransientContextLock lock;
const GLuint texture = m_texture;
glCheck(glDeleteTextures(1, &texture));
}
#ifndef NDEBUG
// Set m_texture and m_cacheId to an invalid value to help the assert and glIsTexture in bind detect trying
// to bind this texture in cases where it has already been destroyed but its memory not yet deallocated
m_texture = 0xFFFFFFFFu;
m_cacheId = 0xFFFFFFFFFFFFFFFFull;
#endif
}
////////////////////////////////////////////////////////////
Texture::Texture(Texture&& right) noexcept :
m_size(std::exchange(right.m_size, {})),
m_actualSize(std::exchange(right.m_actualSize, {})),
m_texture(std::exchange(right.m_texture, 0)),
m_isSmooth(std::exchange(right.m_isSmooth, false)),
m_sRgb(std::exchange(right.m_sRgb, false)),
m_isRepeated(std::exchange(right.m_isRepeated, false)),
m_pixelsFlipped(std::exchange(right.m_pixelsFlipped, false)),
m_fboAttachment(std::exchange(right.m_fboAttachment, false)),
m_hasMipmap(std::exchange(right.m_hasMipmap, false)),
m_cacheId(std::exchange(right.m_cacheId, 0))
{
}
////////////////////////////////////////////////////////////
Texture& Texture::operator=(Texture&& right) noexcept
{
// Catch self-moving.
if (&right == this)
{
return *this;
}
// Destroy the OpenGL texture
if (m_texture)
{
const TransientContextLock lock;
const GLuint texture = m_texture;
glCheck(glDeleteTextures(1, &texture));
}
// Move old to new.
m_size = std::exchange(right.m_size, {});
m_actualSize = std::exchange(right.m_actualSize, {});
m_texture = std::exchange(right.m_texture, 0);
m_isSmooth = std::exchange(right.m_isSmooth, false);
m_sRgb = std::exchange(right.m_sRgb, false);
m_isRepeated = std::exchange(right.m_isRepeated, false);
m_pixelsFlipped = std::exchange(right.m_pixelsFlipped, false);
m_fboAttachment = std::exchange(right.m_fboAttachment, false);
m_hasMipmap = std::exchange(right.m_hasMipmap, false);
m_cacheId = std::exchange(right.m_cacheId, 0);
return *this;
}
////////////////////////////////////////////////////////////
bool Texture::resize(Vector2u size, bool sRgb)
{
// Check if texture parameters are valid before creating it
if ((size.x == 0) || (size.y == 0))
{
err() << "Failed to resize texture, invalid size (" << size.x << "x" << size.y << ")" << std::endl;
return false;
}
const TransientContextLock lock;
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
// Compute the internal texture dimensions depending on NPOT textures support
const Vector2u actualSize(getValidSize(size.x), getValidSize(size.y));
// Check the maximum texture size
const unsigned int maxSize = getMaximumSize();
if ((actualSize.x > maxSize) || (actualSize.y > maxSize))
{
err() << "Failed to create texture, its internal size is too high "
<< "(" << actualSize.x << "x" << actualSize.y << ", "
<< "maximum is " << maxSize << "x" << maxSize << ")" << std::endl;
return false;
}
// All the validity checks passed, we can store the new texture settings
m_size = size;
m_actualSize = actualSize;
m_pixelsFlipped = false;
m_fboAttachment = false;
// Create the OpenGL texture if it doesn't exist yet
if (!m_texture)
{
GLuint texture = 0;
glCheck(glGenTextures(1, &texture));
m_texture = texture;
}
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
static const bool textureEdgeClamp = GLEXT_texture_edge_clamp || GLEXT_GL_VERSION_1_2 ||
Context::isExtensionAvailable("GL_EXT_texture_edge_clamp");
if (!textureEdgeClamp)
{
static bool warned = false;
if (!warned)
{
err() << "OpenGL extension SGIS_texture_edge_clamp unavailable" << '\n'
<< "Artifacts may occur along texture edges" << '\n'
<< "Ensure that hardware acceleration is enabled if available" << std::endl;
warned = true;
}
}
static const bool textureSrgb = GLEXT_texture_sRGB;
m_sRgb = sRgb;
if (m_sRgb && !textureSrgb)
{
static bool warned = false;
if (!warned)
{
#ifndef SFML_OPENGL_ES
err() << "OpenGL extension EXT_texture_sRGB unavailable" << '\n';
#else
err() << "OpenGL ES extension EXT_sRGB unavailable" << '\n';
#endif
err() << "Automatic sRGB to linear conversion disabled" << std::endl;
warned = true;
}
m_sRgb = false;
}
#ifndef SFML_OPENGL_ES
const GLint textureWrapParam = m_isRepeated ? GL_REPEAT : (textureEdgeClamp ? GLEXT_GL_CLAMP_TO_EDGE : GLEXT_GL_CLAMP);
#else
const GLint textureWrapParam = m_isRepeated ? GL_REPEAT : GLEXT_GL_CLAMP_TO_EDGE;
#endif
// Initialize the texture
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexImage2D(GL_TEXTURE_2D,
0,
(m_sRgb ? GLEXT_GL_SRGB8_ALPHA8 : GL_RGBA),
static_cast<GLsizei>(m_actualSize.x),
static_cast<GLsizei>(m_actualSize.y),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
nullptr));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, textureWrapParam));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, textureWrapParam));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_cacheId = TextureImpl::getUniqueId();
m_hasMipmap = false;
return true;
}
////////////////////////////////////////////////////////////
bool Texture::loadFromFile(const std::filesystem::path& filename, bool sRgb, const IntRect& area)
{
Image image;
return image.loadFromFile(filename) && loadFromImage(image, sRgb, area);
}
////////////////////////////////////////////////////////////
bool Texture::loadFromMemory(const void* data, std::size_t size, bool sRgb, const IntRect& area)
{
Image image;
return image.loadFromMemory(data, size) && loadFromImage(image, sRgb, area);
}
////////////////////////////////////////////////////////////
bool Texture::loadFromStream(InputStream& stream, bool sRgb, const IntRect& area)
{
Image image;
return image.loadFromStream(stream) && loadFromImage(image, sRgb, area);
}
////////////////////////////////////////////////////////////
bool Texture::loadFromImage(const Image& image, bool sRgb, const IntRect& area)
{
// Retrieve the image size
const auto size = Vector2i(image.getSize());
// Load the entire image if the source area is either empty or contains the whole image
if (area.size.x == 0 || (area.size.y == 0) ||
((area.position.x <= 0) && (area.position.y <= 0) && (area.size.x >= size.x) && (area.size.y >= size.y)))
{
// Load the entire image
if (resize(image.getSize(), sRgb))
{
update(image);
return true;
}
// Error message generated in called function.
return false;
}
// Load a sub-area of the image
assert(area.size.x > 0 && "Area size x cannot be negative");
assert(area.size.y > 0 && "Area size y cannot be negative");
assert(area.position.x < size.x && "Area position x is out of image bounds");
assert(area.position.y < size.y && "Area position y is out of image bounds");
// Adjust the rectangle to the size of the image
IntRect rectangle = area;
rectangle.position.x = std::max(rectangle.position.x, 0);
rectangle.position.y = std::max(rectangle.position.y, 0);
rectangle.size.x = std::min(rectangle.size.x, size.x - rectangle.position.x);
rectangle.size.y = std::min(rectangle.size.y, size.y - rectangle.position.y);
// Create the texture and upload the pixels
if (resize(Vector2u(rectangle.size), sRgb))
{
const TransientContextLock lock;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
// Copy the pixels to the texture, row by row
const std::uint8_t* pixels = image.getPixelsPtr() + 4 * (rectangle.position.x + (size.x * rectangle.position.y));
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
for (int i = 0; i < rectangle.size.y; ++i)
{
glCheck(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i, rectangle.size.x, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
pixels += 4 * size.x;
}
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
// Force an OpenGL flush, so that the texture will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
glCheck(glFlush());
return true;
}
// Error message generated in called function.
return false;
}
////////////////////////////////////////////////////////////
Vector2u Texture::getSize() const
{
return m_size;
}
////////////////////////////////////////////////////////////
Image Texture::copyToImage() const
{
// Easy case: empty texture
if (!m_texture)
return {};
const TransientContextLock lock;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
// Create an array of pixels
std::vector<std::uint8_t> pixels(m_size.x * m_size.y * 4);
#ifdef SFML_OPENGL_ES
// OpenGL ES doesn't have the glGetTexImage function, the only way to read
// from a texture is to bind it to a FBO and use glReadPixels
GLuint frameBuffer = 0;
glCheck(GLEXT_glGenFramebuffers(1, &frameBuffer));
if (frameBuffer)
{
GLint previousFrameBuffer = 0;
glCheck(glGetIntegerv(GLEXT_GL_FRAMEBUFFER_BINDING, &previousFrameBuffer));
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, frameBuffer));
glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
glCheck(glReadPixels(0,
0,
static_cast<GLsizei>(m_size.x),
static_cast<GLsizei>(m_size.y),
GL_RGBA,
GL_UNSIGNED_BYTE,
pixels.data()));
glCheck(GLEXT_glDeleteFramebuffers(1, &frameBuffer));
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, static_cast<GLuint>(previousFrameBuffer)));
if (m_pixelsFlipped)
{
// Flip the texture vertically
const auto stride = static_cast<std::ptrdiff_t>(m_size.x * 4);
auto currentRowIterator = pixels.begin();
auto nextRowIterator = pixels.begin() + stride;
auto reverseRowIterator = pixels.begin() + (stride * static_cast<std::ptrdiff_t>(m_size.y - 1));
for (unsigned int i = 0; i < m_size.y / 2; ++i)
{
std::swap_ranges(currentRowIterator, nextRowIterator, reverseRowIterator);
currentRowIterator = nextRowIterator;
nextRowIterator += stride;
reverseRowIterator -= stride;
}
}
}
#else
if ((m_size == m_actualSize) && !m_pixelsFlipped)
{
// Texture is not padded nor flipped, we can use a direct copy
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data()));
}
else
{
// Texture is either padded or flipped, we have to use a slower algorithm
// All the pixels will first be copied to a temporary array
std::vector<std::uint8_t> allPixels(m_actualSize.x * m_actualSize.y * 4);
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, allPixels.data()));
// Then we copy the useful pixels from the temporary array to the final one
const std::uint8_t* src = allPixels.data();
std::uint8_t* dst = pixels.data();
int srcPitch = static_cast<int>(m_actualSize.x * 4);
const unsigned int dstPitch = m_size.x * 4;
// Handle the case where source pixels are flipped vertically
if (m_pixelsFlipped)
{
src += static_cast<unsigned int>(srcPitch * static_cast<int>(m_size.y - 1));
srcPitch = -srcPitch;
}
for (unsigned int i = 0; i < m_size.y; ++i)
{
std::memcpy(dst, src, dstPitch);
src += srcPitch;
dst += dstPitch;
}
}
#endif // SFML_OPENGL_ES
return {m_size, pixels.data()};
}
////////////////////////////////////////////////////////////
void Texture::update(const std::uint8_t* pixels)
{
// Update the whole texture
update(pixels, m_size, {0, 0});
}
////////////////////////////////////////////////////////////
void Texture::update(const std::uint8_t* pixels, Vector2u size, Vector2u dest)
{
assert(dest.x + size.x <= m_size.x && "Destination x coordinate is outside of texture");
assert(dest.y + size.y <= m_size.y && "Destination y coordinate is outside of texture");
if (pixels && m_texture)
{
const TransientContextLock lock;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
// Copy pixels from the given array to the texture
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexSubImage2D(GL_TEXTURE_2D,
0,
static_cast<GLint>(dest.x),
static_cast<GLint>(dest.y),
static_cast<GLsizei>(size.x),
static_cast<GLsizei>(size.y),
GL_RGBA,
GL_UNSIGNED_BYTE,
pixels));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
m_pixelsFlipped = false;
m_cacheId = TextureImpl::getUniqueId();
// Force an OpenGL flush, so that the texture data will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
glCheck(glFlush());
}
}
////////////////////////////////////////////////////////////
void Texture::update(const Texture& texture)
{
// Update the whole texture
update(texture, {0, 0});
}
////////////////////////////////////////////////////////////
void Texture::update(const Texture& texture, Vector2u dest)
{
assert(dest.x + texture.m_size.x <= m_size.x && "Destination x coordinate is outside of texture");
assert(dest.y + texture.m_size.y <= m_size.y && "Destination y coordinate is outside of texture");
if (!m_texture || !texture.m_texture)
return;
#ifndef SFML_OPENGL_ES
{
const TransientContextLock lock;
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
}
if (GLEXT_framebuffer_object && GLEXT_framebuffer_blit)
{
const TransientContextLock lock;
// Save the current bindings so we can restore them after we are done
GLint readFramebuffer = 0;
GLint drawFramebuffer = 0;
glCheck(glGetIntegerv(GLEXT_GL_READ_FRAMEBUFFER_BINDING, &readFramebuffer));
glCheck(glGetIntegerv(GLEXT_GL_DRAW_FRAMEBUFFER_BINDING, &drawFramebuffer));
// Create the framebuffers
GLuint sourceFrameBuffer = 0;
GLuint destFrameBuffer = 0;
glCheck(GLEXT_glGenFramebuffers(1, &sourceFrameBuffer));
glCheck(GLEXT_glGenFramebuffers(1, &destFrameBuffer));
if (!sourceFrameBuffer || !destFrameBuffer)
{
err() << "Cannot copy texture, failed to create a frame buffer object" << std::endl;
return;
}
// Link the source texture to the source frame buffer
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_READ_FRAMEBUFFER, sourceFrameBuffer));
glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_READ_FRAMEBUFFER,
GLEXT_GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
texture.m_texture,
0));
// Link the destination texture to the destination frame buffer
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_DRAW_FRAMEBUFFER, destFrameBuffer));
glCheck(
GLEXT_glFramebufferTexture2D(GLEXT_GL_DRAW_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
// A final check, just to be sure...
const GLenum sourceStatus = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_READ_FRAMEBUFFER));
const GLenum destStatus = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_DRAW_FRAMEBUFFER));
if ((sourceStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE) && (destStatus == GLEXT_GL_FRAMEBUFFER_COMPLETE))
{
// Scissor testing affects framebuffer blits as well
// Since we don't want scissor testing to interfere with our copying, we temporarily disable it for the blit if it is enabled
GLboolean scissorEnabled = GL_FALSE;
glCheck(glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled));
if (scissorEnabled == GL_TRUE)
glCheck(glDisable(GL_SCISSOR_TEST));
// Blit the texture contents from the source to the destination texture
glCheck(GLEXT_glBlitFramebuffer(0,
texture.m_pixelsFlipped ? static_cast<GLint>(texture.m_size.y) : 0,
static_cast<GLint>(texture.m_size.x),
texture.m_pixelsFlipped ? 0 : static_cast<GLint>(texture.m_size.y), // Source rectangle, flip y if source is flipped
static_cast<GLint>(dest.x),
static_cast<GLint>(dest.y),
static_cast<GLint>(dest.x + texture.m_size.x),
static_cast<GLint>(dest.y + texture.m_size.y), // Destination rectangle
GL_COLOR_BUFFER_BIT,
GL_NEAREST));
// Re-enable scissor testing if it was previously enabled
if (scissorEnabled == GL_TRUE)
glCheck(glEnable(GL_SCISSOR_TEST));
}
else
{
err() << "Cannot copy texture, failed to link texture to frame buffer" << std::endl;
}
// Restore previously bound framebuffers
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_READ_FRAMEBUFFER, static_cast<GLuint>(readFramebuffer)));
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_DRAW_FRAMEBUFFER, static_cast<GLuint>(drawFramebuffer)));
// Delete the framebuffers
glCheck(GLEXT_glDeleteFramebuffers(1, &sourceFrameBuffer));
glCheck(GLEXT_glDeleteFramebuffers(1, &destFrameBuffer));
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
// Set the parameters of this texture
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
m_pixelsFlipped = false;
m_cacheId = TextureImpl::getUniqueId();
// Force an OpenGL flush, so that the texture data will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
glCheck(glFlush());
return;
}
#endif // SFML_OPENGL_ES
update(texture.copyToImage(), dest);
}
////////////////////////////////////////////////////////////
void Texture::update(const Image& image)
{
// Update the whole texture
update(image.getPixelsPtr(), image.getSize(), {0, 0});
}
////////////////////////////////////////////////////////////
void Texture::update(const Image& image, Vector2u dest)
{
update(image.getPixelsPtr(), image.getSize(), dest);
}
////////////////////////////////////////////////////////////
void Texture::update(const Window& window)
{
update(window, {0, 0});
}
////////////////////////////////////////////////////////////
void Texture::update(const Window& window, Vector2u dest)
{
assert(dest.x + window.getSize().x <= m_size.x && "Destination x coordinate is outside of texture");
assert(dest.y + window.getSize().y <= m_size.y && "Destination y coordinate is outside of texture");
if (m_texture && window.setActive(true))
{
const TransientContextLock lock;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
// Copy pixels from the back-buffer to the texture
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glCopyTexSubImage2D(GL_TEXTURE_2D,
0,
static_cast<GLint>(dest.x),
static_cast<GLint>(dest.y),
0,
0,
static_cast<GLsizei>(window.getSize().x),
static_cast<GLsizei>(window.getSize().y)));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
m_pixelsFlipped = true;
m_cacheId = TextureImpl::getUniqueId();
// Force an OpenGL flush, so that the texture will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
glCheck(glFlush());
}
}
////////////////////////////////////////////////////////////
void Texture::setSmooth(bool smooth)
{
if (smooth != m_isSmooth)
{
m_isSmooth = smooth;
if (m_texture)
{
const TransientContextLock lock;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
if (m_hasMipmap)
{
glCheck(glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
m_isSmooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_LINEAR));
}
else
{
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
}
}
}
}
////////////////////////////////////////////////////////////
bool Texture::isSmooth() const
{
return m_isSmooth;
}
////////////////////////////////////////////////////////////
bool Texture::isSrgb() const
{
return m_sRgb;
}
////////////////////////////////////////////////////////////
void Texture::setRepeated(bool repeated)
{
if (repeated != m_isRepeated)
{
m_isRepeated = repeated;
if (m_texture)
{
const TransientContextLock lock;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
static const bool textureEdgeClamp = GLEXT_texture_edge_clamp;
if (!m_isRepeated && !textureEdgeClamp)
{
static bool warned = false;
if (!warned)
{
err() << "OpenGL extension SGIS_texture_edge_clamp unavailable" << '\n'
<< "Artifacts may occur along texture edges" << '\n'
<< "Ensure that hardware acceleration is enabled if available" << std::endl;
warned = true;
}
}
#ifndef SFML_OPENGL_ES
const GLint textureWrapParam = m_isRepeated ? GL_REPEAT
: (textureEdgeClamp ? GLEXT_GL_CLAMP_TO_EDGE : GLEXT_GL_CLAMP);
#else
const GLint textureWrapParam = m_isRepeated ? GL_REPEAT : GLEXT_GL_CLAMP_TO_EDGE;
#endif
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, textureWrapParam));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, textureWrapParam));
}
}
}
////////////////////////////////////////////////////////////
bool Texture::isRepeated() const
{
return m_isRepeated;
}
////////////////////////////////////////////////////////////
bool Texture::generateMipmap()
{
if (!m_texture)
return false;
const TransientContextLock lock;
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
if (!GLEXT_framebuffer_object)
return false;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(GLEXT_glGenerateMipmap(GL_TEXTURE_2D));
glCheck(glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
m_isSmooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST_MIPMAP_LINEAR));
m_hasMipmap = true;
return true;
}
////////////////////////////////////////////////////////////
void Texture::invalidateMipmap()
{
if (!m_hasMipmap)
return;
const TransientContextLock lock;
// Make sure that the current texture binding will be preserved
const priv::TextureSaver save;
glCheck(glBindTexture(GL_TEXTURE_2D, m_texture));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
}
////////////////////////////////////////////////////////////
void Texture::bind(const Texture* texture, CoordinateType coordinateType)
{
const TransientContextLock lock;
if (texture && texture->m_texture)
{
// When debugging, ensure that the texture name is valid
assert((glIsTexture(texture->m_texture) == GL_TRUE) &&
"Texture to be bound is invalid, check if the texture is still being used after it has been destroyed");
// Bind the texture
glCheck(glBindTexture(GL_TEXTURE_2D, texture->m_texture));
// Check if we need to define a special texture matrix
if ((coordinateType == CoordinateType::Pixels) || texture->m_pixelsFlipped ||
((coordinateType == CoordinateType::Normalized) && (texture->m_size != texture->m_actualSize)))
{
// clang-format off
std::array matrix = {1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f};
// clang-format on
// If non-normalized coordinates (= pixels) are requested, we need to
// setup scale factors that convert the range [0 .. size] to [0 .. 1]
if (coordinateType == CoordinateType::Pixels)
{
matrix[0] = 1.f / static_cast<float>(texture->m_actualSize.x);
matrix[5] = 1.f / static_cast<float>(texture->m_actualSize.y);
}
// If normalized coordinates are used when NPOT textures aren't supported,
// then we need to setup scale factors to make the coordinates relative to the actual POT size
if ((coordinateType == CoordinateType::Normalized) && (texture->m_size != texture->m_actualSize))
{
matrix[0] = static_cast<float>(texture->m_size.x) / static_cast<float>(texture->m_actualSize.x);
matrix[5] = static_cast<float>(texture->m_size.y) / static_cast<float>(texture->m_actualSize.y);
}
// If pixels are flipped we must invert the Y axis
if (texture->m_pixelsFlipped)
{
matrix[5] = -matrix[5];
matrix[13] = static_cast<float>(texture->m_size.y) / static_cast<float>(texture->m_actualSize.y);
}
// Load the matrix
glCheck(glMatrixMode(GL_TEXTURE));
glCheck(glLoadMatrixf(matrix.data()));
}
else
{
// Reset the texture matrix
glCheck(glMatrixMode(GL_TEXTURE));
glCheck(glLoadIdentity());
}
// Go back to model-view mode (sf::RenderTarget relies on it)
glCheck(glMatrixMode(GL_MODELVIEW));
}
else
{
// Bind no texture
glCheck(glBindTexture(GL_TEXTURE_2D, 0));
// Reset the texture matrix
glCheck(glMatrixMode(GL_TEXTURE));
glCheck(glLoadIdentity());
// Go back to model-view mode (sf::RenderTarget relies on it)
glCheck(glMatrixMode(GL_MODELVIEW));
}
}
////////////////////////////////////////////////////////////
unsigned int Texture::getMaximumSize()
{
static const unsigned int size = []
{
const TransientContextLock transientLock;
GLint value = 0;
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
glCheck(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value));
return static_cast<unsigned int>(value);
}();
return size;
}
////////////////////////////////////////////////////////////
Texture& Texture::operator=(const Texture& right)
{
Texture temp(right);
swap(temp);
return *this;
}
////////////////////////////////////////////////////////////
void Texture::swap(Texture& right) noexcept
{
std::swap(m_size, right.m_size);
std::swap(m_actualSize, right.m_actualSize);
std::swap(m_texture, right.m_texture);
std::swap(m_isSmooth, right.m_isSmooth);
std::swap(m_sRgb, right.m_sRgb);
std::swap(m_isRepeated, right.m_isRepeated);
std::swap(m_pixelsFlipped, right.m_pixelsFlipped);
std::swap(m_fboAttachment, right.m_fboAttachment);
std::swap(m_hasMipmap, right.m_hasMipmap);
std::swap(m_cacheId, right.m_cacheId);
}
////////////////////////////////////////////////////////////
unsigned int Texture::getNativeHandle() const
{
return m_texture;
}
////////////////////////////////////////////////////////////
unsigned int Texture::getValidSize(unsigned int size)
{
if (GLEXT_texture_non_power_of_two)
{
// If hardware supports NPOT textures, then just return the unmodified size
return size;
}
// If hardware doesn't support NPOT textures, we calculate the nearest power of two
unsigned int powerOfTwo = 1;
while (powerOfTwo < size)
powerOfTwo *= 2;
return powerOfTwo;
}
////////////////////////////////////////////////////////////
void swap(Texture& left, Texture& right) noexcept
{
left.swap(right);
}
} // namespace sf