this->h = h;
this->colormodel = colormodel;
texture_id = -1;
- texture_id = -1;
texture_w = 0;
texture_h = 0;
texture_components = 0;
}
+void BC_Texture::draw_texture(
+ float in_x1, float in_y1, float in_x2, float in_y2,
+ float out_x1, float out_y1, float out_x2, float out_y2)
+{
+#ifdef HAVE_GL
+ glBegin(GL_QUADS);
+ glNormal3f(0, 0, 1.0);
+ glTexCoord2f(in_x1, in_y1); glVertex3f(out_x1, out_y1, 0);
+ glTexCoord2f(in_x2, in_y1); glVertex3f(out_x2, out_y1, 0);
+ glTexCoord2f(in_x2, in_y2); glVertex3f(out_x2, out_y2, 0);
+ glTexCoord2f(in_x1, in_y2); glVertex3f(out_x1, out_y2, 0);
+ glEnd();
+#endif
+}
+
void BC_Texture::bind(int texture_unit)
{
#ifdef HAVE_GL
// GL_REPEAT in this case causes the upper left corners of the masks
// to blur.
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Get the texture to alpha blend
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
}
+#ifdef HAVE_GL
+static void write_ppm(uint8_t *tp, int w, int h, const char *fmt, ...)
+{
+ va_list ap; va_start(ap, fmt);
+ char fn[256]; vsnprintf(fn, sizeof(fn), fmt, ap);
+ va_end(ap);
+ FILE *fp = !strcmp(fn,"-") ? stdout : fopen(fn,"w");
+ if( fp ) {
+ fprintf(fp,"P6\n%d %d\n255\n",w,h);
+ fwrite(tp,3*w,h,fp);
+ if( fp != stdout ) fclose(fp);
+ }
+}
+#endif
+
+void BC_Texture::write_tex(const char *fn)
+{
+#ifdef HAVE_GL
+ int prev_id = -1;
+ glGetIntegerv(GL_ACTIVE_TEXTURE, &prev_id);
+ glActiveTexture(GL_TEXTURE31);
+ glBindTexture(GL_TEXTURE_2D, texture_id);
+ glEnable(GL_TEXTURE_2D);
+ int w = get_texture_w(), h = get_texture_h();
+ uint8_t *img = new uint8_t[w*h*3];
+ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
+ write_ppm(img, w, h, "%s", fn);
+ delete img;
+ glActiveTexture(prev_id);
+#endif
+}
+
+