Get rid of gluBuild2DMipmaps on rna API.

Code here is a bit weird/simpler than GPU_draw, but we can reuse the API
here, albeit with a few restrictions (no high resolution, custom
filtering mode - which will probably get lost next time blender reloads
textures)
This commit is contained in:
Antony Riakiotakis 2015-03-16 16:07:21 +01:00
parent 6d03e94491
commit 664c611fc8

@ -35,6 +35,7 @@
#include <time.h>
#include "DNA_packedFile_types.h"
#include "DNA_userdef_types.h"
#include "BLI_utildefines.h"
#include "BLI_path_util.h"
@ -57,6 +58,7 @@
#include "BIF_gl.h"
#include "GPU_draw.h"
#include "GPU_debug.h"
#include "DNA_image_types.h"
#include "DNA_scene_types.h"
@ -232,31 +234,23 @@ static int rna_Image_gl_load(Image *image, ReportList *reports, int frame, int f
ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
/* clean glError buffer */
while (glGetError() != GL_NO_ERROR) {}
if (ibuf == NULL || ibuf->rect == NULL) {
BKE_reportf(reports, RPT_ERROR, "Image '%s' does not have any image data", image->id.name + 2);
BKE_image_release_ibuf(image, ibuf, NULL);
return (int)GL_INVALID_OPERATION;
}
/* could be made into a function? */
glGenTextures(1, (GLuint *)bind);
glBindTexture(GL_TEXTURE_2D, *bind);
GPU_create_gl_tex(bind, ibuf->rect, ibuf->rect_float, ibuf->x, ibuf->y,
(filter != GL_NEAREST && filter != GL_LINEAR), false, image);
if (filter != GL_NEAREST && filter != GL_LINEAR)
error = (int)gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint)filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint)mag);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (!error) {
/* clean glError buffer */
while (glGetError() != GL_NO_ERROR) {}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, image->tpageflag & IMA_CLAMP_U ? GL_CLAMP : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, image->tpageflag & IMA_CLAMP_V ? GL_CLAMP : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint)filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint)mag);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ibuf->x, ibuf->y, 0, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
error = (int)glGetError();
}
error = glGetError();
if (error) {
glDeleteTextures(1, (GLuint *)bind);