]> git.tdb.fi Git - libs/gl.git/blobdiff - source/texturecube.cpp
Support linear to sRGB conversion when loading materials and textures
[libs/gl.git] / source / texturecube.cpp
index a5874a6a66bbe9c64cbbec58e7e1477761c5e8e7..b071e8545df50ce665b1476b0683058a00af0590 100644 (file)
@@ -1,6 +1,9 @@
-#include "arb_texture_cube_map.h"
+#include <msp/gl/extensions/arb_texture_cube_map.h>
+#include <msp/io/memory.h>
+#include <msp/strings/format.h>
 #include "bindable.h"
 #include "error.h"
+#include "pixelstore.h"
 #include "texturecube.h"
 
 using namespace std;
@@ -54,9 +57,9 @@ void TextureCube::image(TextureCubeFace face, unsigned level, PixelFormat fmt, D
 
        unsigned s = get_level_size(level);
        if(s==0)
-               throw invalid_argument("TextureCube::image");
+               throw out_of_range("TextureCube::image");
 
-       Bind _bind(this, true);
+       BindRestore _bind(this);
        glTexImage2D(face, level, ifmt, s, s, 0, fmt, type, data);
 
        // XXX Allocation should be tracked per-face, but we'll run out of bits
@@ -68,6 +71,30 @@ void TextureCube::image(TextureCubeFace face, unsigned level, PixelFormat fmt, D
        }
 }
 
+void TextureCube::image(TextureCubeFace face, const Graphics::Image &img, bool srgb)
+{
+       unsigned w = img.get_width();
+       unsigned h = img.get_height();
+       PixelFormat fmt = pixelformat_from_graphics(img.get_format());
+       if(size==0)
+       {
+               if(w!=h)
+                       throw incompatible_data("TextureCube::image");
+
+               PixelFormat f = storage_pixelformat_from_graphics(img.get_format());
+               if(srgb)
+                       f = get_srgb_pixelformat(f);
+               storage(f, w);
+       }
+       else if(w!=size || h!=size)
+               throw incompatible_data("TextureCube::image");
+
+       PixelStore pstore = PixelStore::from_image(img);
+       BindRestore _bind_ps(pstore);
+
+       image(face, 0, fmt, UNSIGNED_BYTE, img.get_data());
+}
+
 unsigned TextureCube::get_level_size(unsigned level)
 {
        return size>>level;
@@ -136,7 +163,68 @@ Vector3 TextureCube::get_texel_direction(TextureCubeFace face, unsigned u, unsig
        const Vector3 &fv = get_face_direction(face);
        const Vector3 &sv = get_s_direction(face);
        const Vector3 &tv = get_t_direction(face);
-       return Vector3(fv.x+s*sv.x, fv.y+t*tv.y, fv.z+s*sv.z+t*tv.z);
+       return fv+s*sv+t*tv;
+}
+
+
+TextureCube::Loader::Loader(TextureCube &t):
+       DataFile::DerivedObjectLoader<TextureCube, Texture::Loader>(t)
+{
+       init();
+}
+
+TextureCube::Loader::Loader(TextureCube &t, Collection &c):
+       DataFile::DerivedObjectLoader<TextureCube, Texture::Loader>(t, c)
+{
+       init();
+}
+
+void TextureCube::Loader::init()
+{
+       add("image_data", &Loader::image_data);
+       add("raw_data", &Loader::raw_data);
+       add("storage", &Loader::storage);
+}
+
+void TextureCube::Loader::image_data(TextureCubeFace face, const string &data)
+{
+       Graphics::Image img;
+       IO::Memory mem(data.data(), data.size());
+       img.load_io(mem);
+
+       obj.image(face, img, srgb);
+}
+
+void TextureCube::Loader::raw_data(TextureCubeFace face, const string &data)
+{
+       obj.image(face, 0, get_base_pixelformat(obj.ifmt), UNSIGNED_BYTE, data.data());
+}
+
+void TextureCube::Loader::storage(PixelFormat fmt, unsigned s)
+{
+       if(srgb)
+               fmt = get_srgb_pixelformat(fmt);
+       obj.storage(fmt, s);
+}
+
+
+void operator>>(const LexicalConverter &conv, TextureCubeFace &face)
+{
+       const string &str = conv.get();
+       if(str=="POSITIVE_X")
+               face = POSITIVE_X;
+       else if(str=="NEGATIVE_X")
+               face = NEGATIVE_X;
+       else if(str=="POSITIVE_Y")
+               face = POSITIVE_Y;
+       else if(str=="NEGATIVE_Y")
+               face = NEGATIVE_Y;
+       else if(str=="POSITIVE_Z")
+               face = POSITIVE_Z;
+       else if(str=="NEGATIVE_Z")
+               face = NEGATIVE_Z;
+       else
+               throw lexical_error(format("conversion of '%s' to TextureCubeFace", str));
 }
 
 } // namespace GL