Added anisotropic filtering functionality for images, consolidated mipmap methods into Image:setMipmapFilter(filtermode, sharpness, anisotropy), added love.graphics.setDefaultMipmapFilter(filtermode, sharpness, anisotropy)

This commit is contained in:
Alex Szpakowski
2013-03-19 22:42:12 -03:00
parent 74ca349895
commit 8c406b7a4b
8 changed files with 158 additions and 44 deletions
+65 -13
View File
@@ -33,11 +33,19 @@ namespace graphics
namespace opengl
{
float Image::maxMipmapSharpness = 0.0f;
float Image::maxMipmapAnisotropy = 0.0f;
Image::FilterMode Image::defaultMipmapFilter = Image::FILTER_NONE;
float Image::defaultMipmapSharpness = 0.0f;
float Image::defaultMipmapAnisotropy = 0.0f;
Image::Image(love::image::ImageData *data)
: width((float)(data->getWidth()))
, height((float)(data->getHeight()))
, texture(0)
, mipmapSharpness(0.0f)
, mipmapSharpness(defaultMipmapSharpness)
, mipmapAnisotropy(defaultMipmapAnisotropy)
, mipmapsCreated(false)
{
data->retain();
@@ -64,6 +72,7 @@ Image::Image(love::image::ImageData *data)
vertices[3].t = 0;
filter = getDefaultFilter();
filter.mipmap = defaultMipmapFilter;
}
Image::~Image()
@@ -222,21 +231,34 @@ const Image::Wrap &Image::getWrap() const
return wrap;
}
void Image::setMipmapSharpness(float sharpness)
void Image::setMipmapSharpness(float sharpness, float anisotropy)
{
if (!hasMipmapSharpnessSupport())
return;
if (hasMipmapSharpnessSupport())
{
// LOD bias has the range (-maxbias, maxbias)
mipmapSharpness = std::min(std::max(sharpness, -maxMipmapSharpness + 0.01f), maxMipmapSharpness - 0.01f);
// LOD bias has the range (-maxbias, maxbias)
mipmapSharpness = std::min(std::max(sharpness, -maxMipmapSharpness + 0.01f), maxMipmapSharpness - 0.01f);
bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -mipmapSharpness); // negative bias is sharper
}
else
mipmapSharpness = 0.0f;
bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -mipmapSharpness); // negative bias is sharper
if (hasMipmapAnisotropySupport())
{
mipmapAnisotropy = std::min(std::max(anisotropy, 0.0f), maxMipmapAnisotropy);
bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, mipmapAnisotropy);
}
else
mipmapAnisotropy = 0.0f;
}
float Image::getMipmapSharpness() const
void Image::getMipmapSharpness(float *sharpness, float *anisotropy) const
{
return mipmapSharpness;
*sharpness = mipmapSharpness;
*anisotropy = mipmapAnisotropy;
}
void Image::bind() const
@@ -259,9 +281,12 @@ void Image::unload()
bool Image::loadVolatile()
{
if (hasMipmapSharpnessSupport())
if (hasMipmapSharpnessSupport() && maxMipmapSharpness == 0.0f)
glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxMipmapSharpness);
if (hasMipmapAnisotropySupport() && maxMipmapAnisotropy == 0.0f)
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxMipmapAnisotropy);
if (hasNpot())
return loadVolatileNPOT();
else
@@ -313,7 +338,7 @@ bool Image::loadVolatilePOT()
mipmapsCreated = false;
checkMipmapsCreated();
setMipmapSharpness(mipmapSharpness);
setMipmapSharpness(mipmapSharpness, mipmapAnisotropy);
return true;
}
@@ -343,7 +368,7 @@ bool Image::loadVolatileNPOT()
mipmapsCreated = false;
checkMipmapsCreated();
setMipmapSharpness(mipmapSharpness);
setMipmapSharpness(mipmapSharpness, mipmapAnisotropy);
return true;
}
@@ -377,6 +402,28 @@ void Image::drawv(const Matrix &t, const vertex *v) const
glPopMatrix();
}
void Image::setDefaultMipmapSharpness(float sharpness, float anisotropy)
{
defaultMipmapSharpness = sharpness;
defaultMipmapAnisotropy = anisotropy;
}
void Image::getDefaultMipmapSharpness(float *sharpness, float *anisotropy)
{
*sharpness = defaultMipmapSharpness;
*anisotropy = defaultMipmapAnisotropy;
}
void Image::setDefaultMipmapFilter(Image::FilterMode f)
{
defaultMipmapFilter = f;
}
Image::FilterMode Image::getDefaultMipmapFilter()
{
return defaultMipmapFilter;
}
bool Image::hasNpot()
{
return GLEE_VERSION_2_0 || GLEE_ARB_texture_non_power_of_two;
@@ -392,6 +439,11 @@ bool Image::hasMipmapSharpnessSupport()
return GLEE_VERSION_1_4 || GLEE_EXT_texture_lod_bias;
}
bool Image::hasMipmapAnisotropySupport()
{
return GLEE_EXT_texture_filter_anisotropic;
}
} // opengl
} // graphics
} // love