X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Ftexture2d.cpp;h=de75420973134b3d0aa1d2e2275365778b407915;hb=bc2fe1bd3e167fd8eed05f9ffeda3c255f445f70;hp=28b07bfe614761cc800ede69abc237d40fb844e2;hpb=cabb833e9b4ca10b9f350f3be6c351dce6a66822;p=libs%2Fgl.git diff --git a/source/texture2d.cpp b/source/texture2d.cpp index 28b07bfe..de754209 100644 --- a/source/texture2d.cpp +++ b/source/texture2d.cpp @@ -16,6 +16,7 @@ class Texture2D::AsyncLoader: public Resource::AsyncLoader private: Texture2D &texture; IO::Seekable &io; + bool srgb_conversion; Buffer pixel_buffer; char *mapped_address; Graphics::Image image; @@ -25,6 +26,7 @@ private: public: AsyncLoader(Texture2D &, IO::Seekable &); + void set_srgb_conversion(bool); virtual bool needs_sync() const; virtual bool process(); }; @@ -38,6 +40,11 @@ Texture2D::Texture2D(ResourceManager *m): allocated(0) { } +Texture2D::~Texture2D() +{ + set_manager(0); +} + void Texture2D::storage(PixelFormat fmt, unsigned wd, unsigned ht) { if(width>0) @@ -136,9 +143,12 @@ void Texture2D::get_level_size(unsigned level, unsigned &w, unsigned &h) h = 1; } -Resource::AsyncLoader *Texture2D::load(IO::Seekable &io, const Resources *) +Resource::AsyncLoader *Texture2D::load(IO::Seekable &io, const Resources *res) { - return new AsyncLoader(*this, io); + AsyncLoader *ldr = new AsyncLoader(*this, io); + if(res) + ldr->set_srgb_conversion(res->get_srgb_conversion()); + return ldr; } UInt64 Texture2D::get_data_size() const @@ -205,11 +215,17 @@ void Texture2D::Loader::storage_b(PixelFormat fmt, unsigned w, unsigned h, unsig Texture2D::AsyncLoader::AsyncLoader(Texture2D &t, IO::Seekable &i): texture(t), io(i), + srgb_conversion(false), pixel_buffer(PIXEL_UNPACK_BUFFER), mapped_address(0), phase(0) { } +void Texture2D::AsyncLoader::set_srgb_conversion(bool c) +{ + srgb_conversion = c; +} + bool Texture2D::AsyncLoader::needs_sync() const { return phase%2; @@ -245,7 +261,7 @@ bool Texture2D::AsyncLoader::process() if(!texture.id) glGenTextures(1, &texture.id); - texture.image(image, false, true); + texture.image(image, srgb_conversion, true); } ++phase;