/* glh - is a platform-indepenedent C++ OpenGL helper library Copyright (c) 2000 Cass Everitt Copyright (c) 2000, 2001 NVIDIA Corporation All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * The names of contributors to this software may not be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Cass Everitt - cass@r3.nu */ /* gluBuild2DMipmaps cannot build mipmaps for textures whose "format" it does not recognize. This is primarily because it infers the number of components and how to average them from the format. This helper eliminates that problem by factoring out that functionality. Cass Everitt 1-9-01 */ #ifndef GLH_MIPMAPS_H #define GLH_MIPMAPS_H #ifdef _WIN32 # include #endif #ifdef MACOS #include #else #include #endif namespace glh { template class tex_indexer2 { public: tex_indexer2(int width, int height, int tuple_size, T * data) : w(width), h(height), n(tuple_size), d(data) {} T * operator()(int i, int j) { return d + n * (w * j + i); } private: int w, h, n; T * d; }; template struct generic_filter { typedef T element_type; generic_filter(int tuplesize, GLenum gltype) : gl_type(gltype), tuple_size(tuplesize) {} void average( T * out, const T * a, const T * b, const T * c, const T * d) { for(int i=0; i < tuple_size; i++) { double in = double(a[i]) + double(b[i]) + double(c[i]) + double(d[i]); in /= 4; out[i] = T(in); } } const GLenum gl_type; const int tuple_size; }; // fixme: supports non-square textures! template void build_2D_mipmaps( GLenum target, GLenum internal_format, GLsizei w, GLsizei h, GLenum format, F filter, const void * vdata) { typedef typename F::element_type DataType; const DataType * in_data = (const DataType *)vdata; DataType * data = new DataType [w * h * filter.tuple_size]; glTexImage2D(target, 0, internal_format, w, h, 0, format, filter.gl_type, (const DataType *)vdata); int level = 1; if( w >= 2 ) w /= 2; if( h >= 2 ) h /= 2; bool done = false; while(! done) { tex_indexer2 bg(w*2, h*2, filter.tuple_size, in_data); tex_indexer2 sm(w , h , filter.tuple_size, data); for(int j=0; j < h; j++) { int J = j * 2; for(int i=0; i < w; i++) { int I = i*2; filter.average( sm(i,j), bg(I , J ), bg(I+1, J ), bg(I , J+1), bg(I+1, J+1)); } } glTexImage2D(target, level, internal_format, w, h, 0, format, filter.gl_type, data); if(w == 1 && h == 1) done = true; if( w >= 2 ) w /= 2; if( h >= 2 ) h /= 2; level++; in_data = data; } delete [] data; } } #endif