1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
use gl;
use gl::types::GLuint;
use image::{self, DynamicImage, RgbaImage};

use std::path::Path;

use {ops, ImageSize, CreateTexture, UpdateTexture, TextureOp, TextureSettings, Format, Filter, Wrap};

trait GlSettings {
    fn get_gl_mag(&self) -> gl::types::GLenum;
    fn get_gl_min(&self) -> gl::types::GLenum;
    fn get_gl_mipmap(&self) -> gl::types::GLenum;
    fn get_gl_wrap_u(&self) -> gl::types::GLenum;
    fn get_gl_wrap_v(&self) -> gl::types::GLenum;
}

impl GlSettings for TextureSettings {
    fn get_gl_mag(&self) -> gl::types::GLenum {
        match self.get_mag() {
            Filter::Linear => gl::LINEAR,
            Filter::Nearest => gl::NEAREST,
        }
    }

    fn get_gl_min(&self) -> gl::types::GLenum {
        match self.get_min() {
            Filter::Linear => {
                if self.get_generate_mipmap() {
                    match self.get_mipmap() {
                        Filter::Linear => gl::LINEAR_MIPMAP_LINEAR,
                        Filter::Nearest => gl::LINEAR_MIPMAP_NEAREST,
                    }
                } else {
                    gl::LINEAR
                }
            }
            Filter::Nearest => {
                if self.get_generate_mipmap() {
                    match self.get_mipmap() {
                        Filter::Linear => gl::NEAREST_MIPMAP_LINEAR,
                        Filter::Nearest => gl::NEAREST_MIPMAP_NEAREST,
                    }
                } else {
                    gl::NEAREST
                }
            }
        }
    }

    fn get_gl_mipmap(&self) -> gl::types::GLenum {
        match self.get_mipmap() {
            Filter::Linear => gl::LINEAR,
            Filter::Nearest => gl::NEAREST,
        }
    }

    fn get_gl_wrap_u(&self) -> gl::types::GLenum {
        match self.get_wrap_u() {
            Wrap::Repeat => gl::REPEAT,
            Wrap::MirroredRepeat => gl::MIRRORED_REPEAT,
            Wrap::ClampToEdge => gl::CLAMP_TO_EDGE,
            Wrap::ClampToBorder => gl::CLAMP_TO_BORDER,
        }
    }

    fn get_gl_wrap_v(&self) -> gl::types::GLenum {
        match self.get_wrap_v() {
            Wrap::Repeat => gl::REPEAT,
            Wrap::MirroredRepeat => gl::MIRRORED_REPEAT,
            Wrap::ClampToEdge => gl::CLAMP_TO_EDGE,
            Wrap::ClampToBorder => gl::CLAMP_TO_BORDER,
        }
    }

}

/// Wraps OpenGL texture data.
/// The texture gets deleted when running out of scope.
///
/// In order to create a texture the function `GenTextures` must be loaded.
/// This is done automatically by the window back-ends in Piston.
pub struct Texture {
    id: GLuint,
    width: u32,
    height: u32,
}

impl Texture {
    /// Creates a new texture.
    #[inline(always)]
    pub fn new(id: GLuint, width: u32, height: u32) -> Self {
        Texture {
            id: id,
            width: width,
            height: height,
        }
    }

    /// Gets the OpenGL id of the texture.
    #[inline(always)]
    pub fn get_id(&self) -> GLuint {
        self.id
    }

    /// Returns empty texture.
    pub fn empty(settings: &TextureSettings) -> Result<Self, String> {
        CreateTexture::create(&mut (),
                              Format::Rgba8,
                              &[0u8; 4],
                              [1, 1],
                              settings)
    }

    /// Loads image from memory, the format is 8-bit greyscale.
    pub fn from_memory_alpha(buf: &[u8],
                             width: u32,
                             height: u32,
                             settings: &TextureSettings)
                             -> Result<Self, String> {
        let size = [width, height];
        let buffer = ops::alpha_to_rgba8(buf, size);
        CreateTexture::create(&mut (), Format::Rgba8, &buffer, size, settings)
    }

    /// Loads image by relative file name to the asset root.
    pub fn from_path<P>(path: P, settings: &TextureSettings) -> Result<Self, String>
        where P: AsRef<Path>
    {
        let path = path.as_ref();

        let img = match image::open(path) {
            Ok(img) => img,
            Err(e) => {
                return Err(format!("Could not load '{:?}': {:?}", path.file_name().unwrap(), e))
            }
        };

        let img = match img {
            DynamicImage::ImageRgba8(img) => img,
            x => x.to_rgba8(),
        };

        Ok(Texture::from_image(&img, settings))
    }

    /// Creates a texture from image.
    pub fn from_image(img: &RgbaImage, settings: &TextureSettings) -> Self {
        let (width, height) = img.dimensions();
        CreateTexture::create(&mut (), Format::Rgba8, img, [width, height], settings).unwrap()
    }

    /// Updates image with a new one.
    pub fn update(&mut self, img: &RgbaImage) {
        let (width, height) = img.dimensions();

        UpdateTexture::update(self, &mut (), Format::Rgba8, img, [0, 0], [width, height]).unwrap();
    }
}

impl Drop for Texture {
    fn drop(&mut self) {
        unsafe {
            let ids = [self.id];
            gl::DeleteTextures(1, ids.as_ptr());
            drop(ids);
        }
    }
}

impl ImageSize for Texture {
    fn get_size(&self) -> (u32, u32) {
        (self.width, self.height)
    }
}

impl TextureOp<()> for Texture {
    type Error = String;
}

impl CreateTexture<()> for Texture {
    fn create<S: Into<[u32; 2]>>(_factory: &mut (),
                                 _format: Format,
                                 memory: &[u8],
                                 size: S,
                                 settings: &TextureSettings)
                                 -> Result<Self, Self::Error> {
        let size = size.into();
        let mut id: GLuint = 0;
        let internal_format = if settings.get_convert_gamma() {
            gl::RGBA
        } else {
            gl::SRGB_ALPHA
        };
        unsafe {
            gl::GenTextures(1, &mut id);
            gl::BindTexture(gl::TEXTURE_2D, id);
            gl::TexParameteri(gl::TEXTURE_2D,
                              gl::TEXTURE_MIN_FILTER,
                              settings.get_gl_min() as i32);
            gl::TexParameteri(gl::TEXTURE_2D,
                              gl::TEXTURE_MAG_FILTER,
                              settings.get_gl_mag() as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, settings.get_gl_wrap_u() as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, settings.get_gl_wrap_v() as i32);
            if settings.get_wrap_u() == Wrap::ClampToBorder ||
                settings.get_wrap_v() == Wrap::ClampToBorder {
                gl::TexParameterfv(gl::TEXTURE_2D, gl::TEXTURE_BORDER_COLOR, settings.get_border_color().as_ptr());
            }
            if settings.get_generate_mipmap() {
                gl::GenerateMipmap(gl::TEXTURE_2D);
            }
            gl::TexImage2D(gl::TEXTURE_2D,
                           0,
                           internal_format as i32,
                           size[0] as i32,
                           size[1] as i32,
                           0,
                           gl::RGBA,
                           gl::UNSIGNED_BYTE,
                           memory.as_ptr() as *const _);
        }

        Ok(Texture::new(id, size[0], size[1]))
    }
}

impl UpdateTexture<()> for Texture {
    fn update<O: Into<[u32; 2]>, S: Into<[u32; 2]>>(&mut self,
                                                    _factory: &mut (),
                                                    _format: Format,
                                                    memory: &[u8],
                                                    offset: O,
                                                    size: S)
                                                    -> Result<(), Self::Error> {
        let offset = offset.into();
        let size = size.into();
        unsafe {
            gl::BindTexture(gl::TEXTURE_2D, self.id);
            gl::TexSubImage2D(gl::TEXTURE_2D,
                              0,
                              offset[0] as i32,
                              offset[1] as i32,
                              size[0] as i32,
                              size[1] as i32,
                              gl::RGBA,
                              gl::UNSIGNED_BYTE,
                              memory.as_ptr() as *const _);
        }

        Ok(())
    }
}