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| 14 | <TITLE>Hardware Buffers In OGRE: Updating Pixel Buffers</TITLE> |
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| 36 | <HR SIZE=1> |
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| 37 | <H3> 2.8.2 Updating Pixel Buffers </H3> |
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| 38 | <!--docid::SEC27::--> |
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| 39 | <P> |
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| 40 | |
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| 41 | Pixel Buffers can be updated in two different ways; a simple, convient way and a more difficult (but in some cases faster) method. Both methods make use of PixelBox objects (See section <A HREF="vbo-update_22.html#SEC35">2.8.5 Pixel boxes</A>) to represent image data in memory. |
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| 42 | </P><P> |
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| 43 | |
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| 44 | <A NAME="SEC28"></A> |
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| 45 | <H3> blitFromMemory </H3> |
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| 46 | <!--docid::SEC28::--> |
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| 47 | <P> |
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| 48 | |
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| 49 | The easy method to get an image into a PixelBuffer is by using HardwarePixelBuffer::blitFromMemory. This takes a PixelBox object and does all necessary pixel format conversion and scaling for you. For example, to create a manual texture and load an image into it, all you have to do is |
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| 50 | </P><P> |
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| 51 | |
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| 52 | <TABLE><tr><td> </td><td class=example><pre>// Manually loads an image and puts the contents in a manually created texture |
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| 53 | Image img; |
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| 54 | img.load("elephant.png", "General"); |
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| 55 | // Create RGB texture with 5 mipmaps |
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| 56 | TexturePtr tex = TextureManager::getSingleton().createManual( |
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| 57 | "elephant", |
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| 58 | "General", |
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| 59 | TEX_TYPE_2D, |
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| 60 | img.getWidth(), img.getHeight(), |
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| 61 | 5, PF_X8R8G8B8); |
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| 62 | // Copy face 0 mipmap 0 of the image to face 0 mipmap 0 of the texture. |
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| 63 | tex->getBuffer(0,0)->blitFromMemory(img.getPixelBox(0,0)); |
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| 64 | </pre></td></tr></table></P><P> |
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| 65 | |
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| 66 | <A NAME="SEC29"></A> |
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| 67 | <H3> Direct memory locking </H3> |
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| 68 | <!--docid::SEC29::--> |
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| 69 | <P> |
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| 70 | |
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| 71 | A more advanced method to transfer image data from and to a PixelBuffer is to use locking. By locking a PixelBuffer |
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| 72 | you can directly access its contents in whatever the internal format of the buffer inside the GPU is. |
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| 73 | </P><P> |
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| 74 | |
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| 75 | <TABLE><tr><td> </td><td class=example><pre>/// Lock the buffer so we can write to it |
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| 76 | buffer->lock(HardwareBuffer::HBL_DISCARD); |
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| 77 | const PixelBox &pb = buffer->getCurrentLock(); |
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| 78 | |
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| 79 | /// Update the contents of pb here |
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| 80 | /// Image data starts at pb.data and has format pb.format |
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| 81 | /// Here we assume data.format is PF_X8R8G8B8 so we can address pixels as uint32. |
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| 82 | uint32 *data = static_cast<uint32*>(pb.data); |
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| 83 | size_t height = pb.getHeight(); |
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| 84 | size_t width = pb.getWidth(); |
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| 85 | size_t rowSkip = pb.getRowSkip(); // Skip between rows of image |
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| 86 | for(size_t y=0; y<height; ++y) |
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| 87 | { |
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| 88 | for(size_t x=0; x<width; ++x) |
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| 89 | { |
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| 90 | // 0xRRGGBB -> fill the buffer with yellow pixels |
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| 91 | data[rowSkip*y + x] = 0x00FFFF00; |
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| 92 | } |
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| 93 | } |
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| 94 | |
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| 95 | /// Unlock the buffer again (frees it for use by the GPU) |
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| 96 | buffer->unlock(); |
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| 97 | </pre></td></tr></table></P><P> |
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| 98 | |
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| 99 | <A NAME="Texture Types"></A> |
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| 106 | <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="vbo-update_toc.html#SEC_Contents">Contents</A>]</TD> |
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