Implemented support for explicit mipmap generation in sf::Texture and sf::RenderTexture. (#123)

This commit is contained in:
binary1248 2015-09-23 17:05:39 +02:00
parent 2c7b58f406
commit 259811d59c
6 changed files with 168 additions and 24 deletions

View file

@ -131,6 +131,22 @@ public:
////////////////////////////////////////////////////////////
bool isRepeated() const;
////////////////////////////////////////////////////////////
/// \brief Generate a mipmap using the current texture data
///
/// This function is similar to Texture::generateMipmap and operates
/// on the texture used as the target for drawing.
/// Be aware that any draw operation may modify the base level image data.
/// For this reason, calling this function only makes sense after all
/// drawing is completed and display has been called. Not calling display
/// after subsequent drawing will lead to undefined behavior if a mipmap
/// had been previously generated.
///
/// \return True if mipmap generation was successful, false if unsuccessful
///
////////////////////////////////////////////////////////////
bool generateMipmap();
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the render-texture for rendering
///

View file

@ -445,6 +445,31 @@ public:
////////////////////////////////////////////////////////////
bool isRepeated() const;
////////////////////////////////////////////////////////////
/// \brief Generate a mipmap using the current texture data
///
/// Mipmaps are pre-computed chains of optimized textures. Each
/// level of texture in a mipmap is generated by halving each of
/// the previous level's dimensions. This is done until the final
/// level has the size of 1x1. The textures generated in this process may
/// make use of more advanced filters which might improve the visual quality
/// of textures when they are applied to objects much smaller than they are.
/// This is known as minification. Because fewer texels (texture elements)
/// have to be sampled from when heavily minified, usage of mipmaps
/// can also improve rendering performance in certain scenarios.
///
/// Mipmap generation relies on the necessary OpenGL extension being
/// available. If it is unavailable or generation fails due to another
/// reason, this function will return false. Mipmap data is only valid from
/// the time it is generated until the next time the base level image is
/// modified, at which point this function will have to be called again to
/// regenerate it.
///
/// \return True if mipmap generation was successful, false if unsuccessful
///
////////////////////////////////////////////////////////////
bool generateMipmap();
////////////////////////////////////////////////////////////
/// \brief Overload of assignment operator
///
@ -532,6 +557,15 @@ private:
////////////////////////////////////////////////////////////
static unsigned int getValidSize(unsigned int size);
////////////////////////////////////////////////////////////
/// \brief Invalidate the mipmap if one exists
///
/// This also resets the texture's minifying function.
/// This function is mainly for internal use by RenderTexture.
///
////////////////////////////////////////////////////////////
void invalidateMipmap();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
@ -543,6 +577,7 @@ private:
bool m_isRepeated; ///< Is the texture in repeat mode?
mutable bool m_pixelsFlipped; ///< To work around the inconsistency in Y orientation
bool m_fboAttachment; ///< Is this texture owned by a framebuffer object?
bool m_hasMipmap; ///< Has the mipmap been generated?
Uint64 m_cacheId; ///< Unique number that identifies the texture to the render target's cache
};