text: /*
  -----------------------------------------------------------------------------
  This source file is part of OGRE
      (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org
  
  Copyright (c) 2000-2014 Torus Knot Software Ltd
  
  Permission is hereby granted, free of charge, to any person obtaining a copy
  of this software and associated documentation files (the "Software"), to deal
  in the Software without restriction, including without limitation the rights
  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  copies of the Software, and to permit persons to whom the Software is
  furnished to do so, subject to the following conditions:
  
  The above copyright notice and this permission notice shall be included in
  all copies or substantial portions of the Software.
  
  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  THE SOFTWARE.
  -----------------------------------------------------------------------------
  */
  
  #include "OgreGLTexture.h"
  #include "OgreGLRenderSystem.h"
  #include "OgreGLPixelFormat.h"
  #include "OgreGLHardwarePixelBuffer.h"
  
  #include "OgreTextureManager.h"
  #include "OgreImage.h"
  #include "OgreLogManager.h"
  #include "OgreCamera.h"
  #include "OgreException.h"
  #include "OgreRoot.h"
  #include "OgreCodec.h"
  #include "OgreImageCodec.h"
  #include "OgreStringConverter.h"
  #include "OgreBitwise.h"
  
  #include "OgreGLFBORenderTexture.h"
  #include "OgreGLStateCacheManager.h"
  
  #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
  #  define WIN32_LEAN_AND_MEAN
  #  if !defined(NOMINMAX) && defined(_MSC_VER)
  #   define NOMINMAX // required to stop windows.h messing up std::min
  #  endif
  #  include <windows.h>
  #  include <wingdi.h>
  #endif
  
  namespace Ogre {
  
  
  
      GLTexture::GLTexture(ResourceManager* creator, const String& name, 
          ResourceHandle handle, const String& group, bool isManual, 
          ManualResourceLoader* loader, GLRenderSystem* renderSystem) 
          : GLTextureCommon(creator, name, handle, group, isManual, loader),
            mRenderSystem(renderSystem)
      {
      }
  
  
      GLTexture::~GLTexture()
      {
          // have to call this here rather than in Resource destructor
          // since calling virtual methods in base destructors causes crash
          if (isLoaded())
          {
              unload(); 
          }
          else
          {
              freeInternalResources();
          }
      }
  
      GLenum GLTexture::getGLTextureTarget(void) const
      {
          switch(mTextureType)
          {
              case TEX_TYPE_1D:
                  return GL_TEXTURE_1D;
              case TEX_TYPE_2D:
                  return GL_TEXTURE_2D;
              case TEX_TYPE_3D:
                  return GL_TEXTURE_3D;
              case TEX_TYPE_CUBE_MAP:
                  return GL_TEXTURE_CUBE_MAP;
              case TEX_TYPE_2D_ARRAY:
                  return GL_TEXTURE_2D_ARRAY_EXT;
              default:
                  return 0;
          };
      }
  
      //* Creation / loading methods ********************************************
      void GLTexture::createInternalResourcesImpl(void)
      {
          if (!GLEW_VERSION_1_2 && mTextureType == TEX_TYPE_3D)
              OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
                  "3D Textures not supported before OpenGL 1.2", 
                  "GLTexture::createInternalResourcesImpl");
  
          if (!GLEW_VERSION_2_0 && mTextureType == TEX_TYPE_2D_ARRAY)
              OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
                  "2D texture arrays not supported before OpenGL 2.0", 
                  "GLTexture::createInternalResourcesImpl");
  
          // Convert to nearest power-of-two size if required
          mWidth = GLPixelUtil::optionalPO2(mWidth);      
          mHeight = GLPixelUtil::optionalPO2(mHeight);
          mDepth = GLPixelUtil::optionalPO2(mDepth);
          
  
          // Adjust format if required
          mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);
          
          // Check requested number of mipmaps
          uint32 maxMips = getMaxMipmaps();
          mNumMipmaps = mNumRequestedMipmaps;
          if(mNumMipmaps>maxMips)
              mNumMipmaps = maxMips;
  
          // Check if we can do HW mipmap generation
          mMipmapsHardwareGenerated =
              Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);
          
          // Generate texture name
          glGenTextures( 1, &mTextureID );
          
          // Set texture type
          mRenderSystem->_getStateCacheManager()->bindGLTexture( getGLTextureTarget(), mTextureID );
          
          // This needs to be set otherwise the texture doesn't get rendered
          if (GLEW_VERSION_1_2)
              mRenderSystem->_getStateCacheManager()->setTexParameteri(getGLTextureTarget(),
                  GL_TEXTURE_MAX_LEVEL, mNumMipmaps);
          
          // Set some misc default parameters so NVidia won't complain, these can of course be changed later
          mRenderSystem->_getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
          mRenderSystem->_getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
          if (GLEW_VERSION_1_2)
          {
              mRenderSystem->_getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
              mRenderSystem->_getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
          }
  
          if((mUsage & TU_AUTOMIPMAP) &&
              mNumRequestedMipmaps && mMipmapsHardwareGenerated)
          {
              mRenderSystem->_getStateCacheManager()->setTexParameteri( getGLTextureTarget(), GL_GENERATE_MIPMAP, GL_TRUE );
          }
          
          // Allocate internal buffer so that glTexSubImageXD can be used
          // Internal format
          GLenum internalformat = GLPixelUtil::getGLInternalFormat(mFormat, mHwGamma);
          uint32 width = mWidth;
          uint32 height = mHeight;
          uint32 depth = mDepth;
  
          GLenum format = GLPixelUtil::getGLOriginFormat(mFormat);
          GLenum datatype = GLPixelUtil::getGLOriginDataType(mFormat);
  
          if(PixelUtil::isCompressed(mFormat))
          {
              // Compressed formats
              GLsizei size = static_cast<GLsizei>(PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat));
              // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
              // accept a 0 pointer like normal glTexImageXD
              // Run through this process for every mipmap to pregenerate mipmap piramid
              vector<uint8>::type tmpdata(size);
              
              for(uint32 mip=0; mip<=mNumMipmaps; mip++)
              {
                  size = static_cast<GLsizei>(PixelUtil::getMemorySize(width, height, depth, mFormat));
                  switch(mTextureType)
                  {
                      case TEX_TYPE_1D:
                          glCompressedTexImage1DARB(GL_TEXTURE_1D, mip, internalformat, 
                              width, 0, 
                              size, &tmpdata[0]);
                          break;
                      case TEX_TYPE_2D:
                          glCompressedTexImage2DARB(GL_TEXTURE_2D, mip, internalformat,
                              width, height, 0, 
                              size, &tmpdata[0]);
                          break;
                      case TEX_TYPE_2D_ARRAY:
                      case TEX_TYPE_3D:
                          glCompressedTexImage3DARB(getGLTextureTarget(), mip, internalformat,
                              width, height, depth, 0, 
                              size, &tmpdata[0]);
                          break;
                      case TEX_TYPE_CUBE_MAP:
                          for(int face=0; face<6; face++) {
                              glCompressedTexImage2DARB(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, internalformat,
                                  width, height, 0, 
                                  size, &tmpdata[0]);
                          }
                          break;
                      case TEX_TYPE_2D_RECT:
                          break;
                  };
                  if(width>1)
                      width = width/2;
                  if(height>1)
                      height = height/2;
                  if(depth>1 && mTextureType != TEX_TYPE_2D_ARRAY)
                      depth = depth/2;
              }
          }
          else
          {
              // Run through this process to pregenerate mipmap pyramid
              for(uint32 mip=0; mip<=mNumMipmaps; mip++)
              {
                  // Normal formats
                  switch(mTextureType)
                  {
                      case TEX_TYPE_1D:
                          glTexImage1D(GL_TEXTURE_1D, mip, internalformat,
                              width, 0, 
                              format, datatype, 0);
      
                          break;
                      case TEX_TYPE_2D:
                          glTexImage2D(GL_TEXTURE_2D, mip, internalformat,
                              width, height, 0, 
                              format, datatype, 0);
                          break;
                      case TEX_TYPE_2D_ARRAY:
                      case TEX_TYPE_3D:
                          glTexImage3D(getGLTextureTarget(), mip, internalformat,
                              width, height, depth, 0, 
                              format, datatype, 0);
                          break;
                      case TEX_TYPE_CUBE_MAP:
                          for(int face=0; face<6; face++) {
                              glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, internalformat,
                                  width, height, 0, 
                                  format, datatype, 0);
                          }
                          break;
                      case TEX_TYPE_2D_RECT:
                          break;
                  };
                  if(width>1)
                      width = width/2;
                  if(height>1)
                      height = height/2;
                  if(depth>1 && mTextureType != TEX_TYPE_2D_ARRAY)
                      depth = depth/2;
              }
          }
          _createSurfaceList();
          // Get final internal format
          mFormat = getBuffer(0,0)->getFormat();
      }
      
      void GLTexture::loadImpl()
      {
          if( mUsage & TU_RENDERTARGET )
          {
              createRenderTexture();
              return;
          }
  
          LoadedImages loadedImages;
          // Now the only copy is on the stack and will be cleaned in case of
          // exceptions being thrown from _loadImages
          std::swap(loadedImages, mLoadedImages);
  
          // Call internal _loadImages, not loadImage since that's external and 
          // will determine load status etc again
          ConstImagePtrList imagePtrs;
          for (size_t i=0 ; i<loadedImages.size() ; ++i) {
              imagePtrs.push_back(&loadedImages[i]);
          }
  
          _loadImages(imagePtrs);
      }
  
      //*************************************************************************
      
      void GLTexture::freeInternalResourcesImpl()
      {
          mSurfaceList.clear();
          if (GLStateCacheManager* stateCacheManager = mRenderSystem->_getStateCacheManager())
          {
              glDeleteTextures(1, &mTextureID);
              stateCacheManager->invalidateStateForTexture(mTextureID);
          }
      }
      
      //---------------------------------------------------------------------------------------------
      void GLTexture::_createSurfaceList()
      {
          mSurfaceList.clear();
          
          uint32 depth = mDepth;
  
          // For all faces and mipmaps, store surfaces as HardwarePixelBufferSharedPtr
          for(GLint face=0; face<static_cast<GLint>(getNumFaces()); face++)
          {
              uint32 width = mWidth;
              uint32 height = mHeight;
  
              for(uint32 mip=0; mip<=getNumMipmaps(); mip++)
              {
                  GLHardwarePixelBuffer* buf =
                      new GLTextureBuffer(mRenderSystem, this, face, mip, width, height, depth);
                  mSurfaceList.push_back(HardwarePixelBufferSharedPtr(buf));
                  
                  if (width > 1)
                      width = width / 2;
                  if (height > 1)
                      height = height / 2;
                  if (depth > 1 && mTextureType != TEX_TYPE_2D_ARRAY)
                      depth = depth / 2;
              }
          }
      }
  }
  
  