X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Ftexture3d.cpp;h=4cba3afccbfade39750ef6ec00cd890182142b58;hp=8b014aee0c262fb811444c1c44a1fba0083df21e;hb=7a2427020ec6ead73258aeb326dfb7e0121520f9;hpb=d2efbd8a32efa2a3ee8542efc846277af19d63e0 diff --git a/source/texture3d.cpp b/source/texture3d.cpp index 8b014aee..4cba3afc 100644 --- a/source/texture3d.cpp +++ b/source/texture3d.cpp @@ -1,5 +1,9 @@ #include +#include +#include +#include #include +#include #include #include "bindable.h" #include "error.h" @@ -11,9 +15,16 @@ using namespace std; namespace Msp { namespace GL { +Texture3D::Texture3D(GLenum t): + Texture(t), + width(0), + height(0), + depth(0), + allocated(0) +{ } + Texture3D::Texture3D(): Texture(GL_TEXTURE_3D), - ifmt(RGB), width(0), height(0), depth(0), @@ -28,12 +39,11 @@ void Texture3D::storage(PixelFormat fmt, unsigned wd, unsigned ht, unsigned dp) throw invalid_operation("Texture3D::storage"); if(wd==0 || ht==0 || dp==0) throw invalid_argument("Texture3D::storage"); - require_pixelformat(fmt); + set_internal_format(fmt); width = wd; height = ht; depth = dp; - ifmt = fmt; } void Texture3D::allocate(unsigned level) @@ -41,8 +51,23 @@ void Texture3D::allocate(unsigned level) if(allocated&(1<>=1, h>>=1, d>>=1, ++level) ; - allocated |= (1< _bind(!ARB_direct_state_access, this); allocate(level); - BindRestore _bind(this); - glTexSubImage3D(target, level, x, y, z, wd, ht, dp, fmt, type, data); + fmt = get_upload_format(fmt); + if(ARB_direct_state_access) + glTextureSubImage3D(id, level, x, y, z, wd, ht, dp, fmt, type, data); + else + glTexSubImage3D(target, level, x, y, z, wd, ht, dp, fmt, type, data); + + if(gen_mipmap && level==0) + auto_generate_mipmap(); } void Texture3D::load_image(const string &fn, int dp) @@ -157,11 +191,22 @@ void Texture3D::image(const Graphics::Image &img, bool srgb) image(0, fmt, UNSIGNED_BYTE, img.get_data()); } -void Texture3D::get_level_size(unsigned level, unsigned &w, unsigned &h, unsigned &d) +unsigned Texture3D::get_n_levels() const +{ + unsigned s = max(width, height); + if(target!=GL_TEXTURE_2D_ARRAY) + s = max(s, depth); + unsigned n = 0; + for(; s; s>>=1, ++n) ; + return n; +} + +void Texture3D::get_level_size(unsigned level, unsigned &w, unsigned &h, unsigned &d) const { w >>= level; h >>= level; - d >>= level; + if(target!=GL_TEXTURE_2D_ARRAY) + d >>= level; if(!w && (h || d)) w = 1;