/* * CINELERRA * Copyright (C) 2008 Adam Williams * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * */ #ifndef BCTEXTURE_H #define BCTEXTURE_H #include "vframe.inc" // Container for texture objects class BC_Texture { public: BC_Texture(int w, int h, int colormodel); ~BC_Texture(); friend class VFrame; // Create a new texture if *texture if 0 // or update the existing texture if *texture is // nonzero. The created texture object is stored in *texture. // The texture parameters are stored in the texture manager. // The user must delete *texture when finished with it. // The texture is bound to the current texture unit and enabled. // Must be called from a synchronous opengl thread after enable_opengl. static void new_texture(BC_Texture **texture, int w, int h, int colormodel); // Bind the frame's texture to GL_TEXTURE_2D and enable it. // If a texture_unit is supplied, the texture unit is made active // and the commands are run in the right sequence to // initialize it to our preferred specifications. // The texture unit initialization requires the texture to be bound. void bind(int texture_unit = -1); // Calculate the power of 2 size for allocating textures static int calculate_texture_size(int w, int *max = 0); int get_texture_id(); int get_texture_w(); int get_texture_h(); int get_texture_components(); int get_window_id(); void 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); void write_tex(const char *fn); private: void clear_objects(); // creates a new texture or updates an existing texture to work with the // current window. void create_texture(int w, int h, int colormodel); int window_id; int texture_id; int texture_w; int texture_h; int texture_components; int colormodel; int w; int h; }; #endif