Files
oak-editor/app/render/backend/opengl/opengltexture.cpp
T
itsmattkc 61c60e00d6 various small code cleanups and improvements
Largely refactoring work to make the code somewhat nicer to work with.
2019-12-26 19:00:08 +11:00

197 lines
4.5 KiB
C++

/***
Olive - Non-Linear Video Editor
Copyright (C) 2019 Olive Team
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
***/
#include "opengltexture.h"
#include <QDateTime>
#include <QDebug>
#include "render/pixelservice.h"
OpenGLTexture::OpenGLTexture() :
created_ctx_(nullptr),
texture_(0),
width_(0),
height_(0),
format_(PixelFormat::PIX_FMT_INVALID)
{
}
OpenGLTexture::~OpenGLTexture()
{
Destroy();
}
bool OpenGLTexture::IsCreated() const
{
return (texture_);
}
void OpenGLTexture::Create(QOpenGLContext *ctx, int width, int height, const PixelFormat::Format &format, const void* data)
{
if (!ctx) {
qWarning() << "OpenGLTexture::Create was passed an invalid context";
return;
}
Destroy();
created_ctx_ = ctx;
width_ = width;
height_ = height;
format_ = format;
connect(created_ctx_, SIGNAL(aboutToBeDestroyed()), this, SLOT(Destroy()));
// Create main texture
CreateInternal(created_ctx_, &texture_, data);
}
void OpenGLTexture::Create(QOpenGLContext *ctx, FramePtr frame)
{
Create(ctx, frame->width(), frame->height(), frame->format(), frame->data());
}
void OpenGLTexture::Destroy()
{
if (created_ctx_) {
disconnect(created_ctx_, SIGNAL(aboutToBeDestroyed()), this, SLOT(Destroy()));
created_ctx_->functions()->glDeleteTextures(1, &texture_);
texture_ = 0;
created_ctx_ = nullptr;
}
}
void OpenGLTexture::Bind()
{
QOpenGLContext* context = QOpenGLContext::currentContext();
if (!context) {
qWarning() << "OpenGLTexture::Bind() called with an invalid context";
return;
}
context->functions()->glBindTexture(GL_TEXTURE_2D, texture_);
}
void OpenGLTexture::Release()
{
QOpenGLContext* context = QOpenGLContext::currentContext();
if (!context) {
qWarning() << "OpenGLTexture::Release() called with an invalid context";
return;
}
context->functions()->glBindTexture(GL_TEXTURE_2D, 0);
}
const int &OpenGLTexture::width() const
{
return width_;
}
const int &OpenGLTexture::height() const
{
return height_;
}
const PixelFormat::Format &OpenGLTexture::format() const
{
return format_;
}
const GLuint &OpenGLTexture::texture() const
{
return texture_;
}
void OpenGLTexture::Upload(const void *data)
{
if (!IsCreated()) {
qWarning() << "OpenGLTexture::Upload() called while it wasn't created";
return;
}
QOpenGLContext* context = QOpenGLContext::currentContext();
if (!context) {
qWarning() << "OpenGLTexture::Release() called with an invalid context";
return;
}
Bind();
PixelFormat::Info info = PixelService::GetPixelFormatInfo(format_);
context->functions()->glTexSubImage2D(GL_TEXTURE_2D,
0,
0,
0,
width_,
height_,
info.pixel_format,
info.gl_pixel_type,
data);
Release();
}
void OpenGLTexture::CreateInternal(QOpenGLContext* create_ctx, GLuint* tex, const void *data)
{
QOpenGLFunctions* f = create_ctx->functions();
// Create texture
f->glGenTextures(1, tex);
// Verify texture
if (texture_ == 0) {
qWarning() << "OpenGL texture creation failed";
return;
}
// Bind texture
f->glBindTexture(GL_TEXTURE_2D, *tex);
// Allocate storage for texture
const PixelFormat::Info& bit_depth = PixelService::GetPixelFormatInfo(format_);
f->glTexImage2D(
GL_TEXTURE_2D,
0,
bit_depth.internal_format,
width_,
height_,
0,
bit_depth.pixel_format,
bit_depth.gl_pixel_type,
data
);
// Set texture filtering to bilinear
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Release texture
f->glBindTexture(GL_TEXTURE_2D, 0);
}