Get software texture back.
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Run ReCI Build Test / Explore-Gitea-Actions (push) Successful in 4m44s
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@@ -36,14 +36,16 @@ namespace JGL {
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public:
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explicit Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
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Texture(const std::string& file, const TextureFlag& flags, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
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Texture(SoftwareTexture* software_texture, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
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public:
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GLuint GetGLTextureHandle() const;
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Vector2 GetDimensions() const;
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TextureFilteringMode GetFilteringMode() const;
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TextureFlag GetFlags() const;
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TextureFormat GetFormat() const;
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std::vector<Color4> GetPixelData() const;
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[[nodiscard]] GLuint GetGLTextureHandle() const;
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[[nodiscard]] Vector2 GetDimensions() const;
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[[nodiscard]] TextureFilteringMode GetFilteringMode() const;
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[[nodiscard]] TextureWrappingMode GetWrappingMode() const;
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[[nodiscard]] TextureFlag GetFlags() const;
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[[nodiscard]] TextureFormat GetFormat() const;
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[[nodiscard]] std::vector<Color4> GetPixelData() const;
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SoftwareTexture GetSoftwareTexture() const;
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void Erase();
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};
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8
main.cpp
8
main.cpp
@@ -11,6 +11,8 @@ using J3ML::LinearAlgebra::Vector2;
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using namespace JGL;
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Texture* image;
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Texture* reloaded_image;
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//The Re3D style base projection.
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std::vector<GLfloat> perspective(float fov, float aspect, float nearPlane, float farPlane) {
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std::vector<float> result(16);
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@@ -89,6 +91,10 @@ public:
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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image = new Texture("assets/sprites/Re3D.png", TextureFilteringMode::BILINEAR);
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auto* software_texture = new SoftwareTexture(image->GetSoftwareTexture());
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reloaded_image = new Texture(software_texture, TextureFilteringMode::BILINEAR, TextureWrappingMode::CLAMP_TO_EDGE);
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delete software_texture;
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}
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Vector3 textAngle = {0,0,0};
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@@ -111,7 +117,7 @@ public:
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J2D::Begin();
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J2D::FillQuad(Color4(Colors::Red), {500, 52}, {500, 152}, {600, 152}, {600, 52});
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J2D::FillRect(Colors::Blue, {0,52}, {100,100});
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J2D::DrawSprite(*image, {200, 252}, {0.5, 0.5}, {2, 1});
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J2D::DrawSprite(*reloaded_image, {200, 252}, {0.5, 0.5}, {2, 1});
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J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
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J2D::FillGradientRect(Colors::Red, Colors::Blue, Gradient::DiagonalBottomLeft, {100,52}, {100,100});
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J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);
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@@ -5,7 +5,7 @@ using namespace ReTexture;
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namespace JGL
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{
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Texture::Texture(const std::string &file, const ReTexture::TextureFlag &flags, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode)
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Texture::Texture(const std::string& file, const ReTexture::TextureFlag& flags, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode)
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{
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auto *t = new ReTexture::SoftwareTexture(file, flags);
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@@ -17,7 +17,7 @@ namespace JGL
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delete t;
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}
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Texture::Texture(const std::string &file, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
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Texture::Texture(const std::string& file, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
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auto *t = new SoftwareTexture(file);
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load(t, {(float) t->getWidth(), (float) t->getHeight()}, t->getTextureFormat(), filtering_mode,
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@@ -27,9 +27,9 @@ namespace JGL
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delete t;
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}
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void Texture::load(SoftwareTexture *software_texture, const Vector2 &size, const TextureFormat &format,
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void Texture::load(SoftwareTexture *software_texture, const Vector2& size, const TextureFormat& format,
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TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
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glGenTextures(1, &texture_handle);
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glGenTextures(1,& texture_handle);
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glBindTexture(GL_TEXTURE_2D, texture_handle);
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if (format == TextureFormat::RGBA)
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@@ -119,6 +119,7 @@ namespace JGL
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if (texture_format == TextureFormat::RGBA) {
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, result.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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return result;
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}
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@@ -126,8 +127,9 @@ namespace JGL
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std::vector<Color3> color3((size_t) (texture_size.x * texture_size.y));
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, color3.data());
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glBindTexture(GL_TEXTURE_2D, 0);
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for (const auto &c: color3)
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for (const auto& c: color3)
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result.emplace_back(c);
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return result;
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@@ -135,7 +137,7 @@ namespace JGL
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void Texture::Erase() {
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if (texture_handle != 0)
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glDeleteTextures(1, &texture_handle);
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glDeleteTextures(1,& texture_handle);
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}
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GLuint Texture::GetGLTextureHandle() const {
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@@ -158,4 +160,18 @@ namespace JGL
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return texture_filtering_mode;
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}
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TextureWrappingMode Texture::GetWrappingMode() const {
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return texture_wrapping_mode;
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}
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SoftwareTexture Texture::GetSoftwareTexture() const {
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std::vector<unsigned char> software_pixel_data((GetDimensions().x * GetDimensions().y) * 4);
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memcpy(software_pixel_data.data(), GetPixelData().data(), (GetDimensions().x * GetDimensions().y) * 4);
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return {software_pixel_data, TextureFormat::RGBA, static_cast<unsigned int>(GetDimensions().x), static_cast<unsigned int>(GetDimensions().y)};
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}
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Texture::Texture(SoftwareTexture* software_texture, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
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load(software_texture, {static_cast<float>(software_texture->getWidth()), static_cast<float>(software_texture->getHeight())}, software_texture->getTextureFormat(), filtering_mode, wrapping_mode);
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}
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}
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