Files
ORB_SLAM3_Win/Thirdparty/Pangolin-0.6/include/pangolin/gl/gltexturecache.h
2022-01-20 20:20:08 +02:00

117 lines
3.9 KiB
C++

/* This file is part of the Pangolin Project.
* http://github.com/stevenlovegrove/Pangolin
*
* Copyright (c) 2014 Steven Lovegrove
*
* 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.
*/
#pragma once
#include <pangolin/gl/gl.h>
#include <pangolin/gl/glformattraits.h>
#include <pangolin/gl/glpixformat.h>
#include <pangolin/image/image.h>
#include <memory>
#include <map>
namespace pangolin
{
class PANGOLIN_EXPORT TextureCache
{
public:
static TextureCache& I();
GlTexture& GlTex(GLsizei w, GLsizei h, GLint internal_format, GLint glformat, GLenum gltype)
{
const long key =
(((long)internal_format)<<20) ^
(((long)glformat)<<10) ^ gltype;
// Lookup texture
std::shared_ptr<GlTexture>& ptex = texture_map[key];
if(!ptex) {
ptex = std::shared_ptr<GlTexture>(new GlTexture());
}
GlTexture& tex = *ptex;
// Initialise if it didn't already exist or the size was too small
if(!tex.tid || tex.width < w || tex.height < h) {
tex.Reinitialise(
std::max(tex.width,w), std::max(tex.height,h),
internal_format, default_sampling_linear, 0,
glformat, gltype
);
}
return tex;
}
template<typename T>
GlTexture& GlTex(GLsizei w, GLsizei h)
{
return GlTex( w, h,
GlFormatTraits<T>::glinternalformat,
GlFormatTraits<T>::glformat,
GlFormatTraits<T>::gltype
);
}
protected:
bool default_sampling_linear;
std::map<long, std::shared_ptr<GlTexture> > texture_map;
// Protected constructor
TextureCache()
: default_sampling_linear(true)
{
}
};
template<typename T>
void RenderToViewport(Image<T>& image, bool flipx=false, bool flipy=false)
{
// Retrieve texture that is at least as large as image and of appropriate type.
GlTexture& tex = TextureCache::I().GlTex<T>(image.w, image.h);
tex.Upload(image.ptr,0,0, image.w, image.h, GlFormatTraits<T>::glformat, GlFormatTraits<T>::gltype);
tex.RenderToViewport(Viewport(0,0,image.w, image.h), flipx, flipy);
}
// This method may dissapear in the future
inline void RenderToViewport(
Image<unsigned char>& image,
const pangolin::GlPixFormat& fmt,
bool flipx=false, bool flipy=false,
bool linear_sampling = true
) {
pangolin::GlTexture& tex = pangolin::TextureCache::I().GlTex((GLsizei)image.w, (GLsizei)image.h, fmt.scalable_internal_format, fmt.glformat, fmt.gltype);
tex.Bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_sampling ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_sampling ? GL_LINEAR : GL_NEAREST);
tex.Upload(image.ptr,0,0, (GLsizei)image.w, (GLsizei)image.h, fmt.glformat, fmt.gltype);
tex.RenderToViewport(pangolin::Viewport(0,0,(GLint)image.w, (GLint)image.h), flipx, flipy);
}
}