本文整理汇总了C++中VisualGraphics::get8BitPixelsOfCurrentTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ VisualGraphics::get8BitPixelsOfCurrentTexture方法的具体用法?C++ VisualGraphics::get8BitPixelsOfCurrentTexture怎么用?C++ VisualGraphics::get8BitPixelsOfCurrentTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VisualGraphics
的用法示例。
在下文中一共展示了VisualGraphics::get8BitPixelsOfCurrentTexture方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getTexturePixels
UInt32* VisualTextureContainer::getTexturePixels(const UInt16 format, const UInt16 type) {
bool debug = false;
UInt8* pixelBuffer8Bit = NULL;
char errStr[256];
VisualGraphics* theVisualGraphics = VisualGraphics::getInstance();
if (debug == true) {
if (this->pixelBuffer != NULL) {
free(this->pixelBuffer);
this->pixelBuffer = NULL;
}
this->pixelBuffer = theVisualGraphics->createARGBCheckPixels(this->textureWidth, this->textureHeight);
return this->pixelBuffer;
}
if ((debug == false) && (this->pixelBuffer != NULL)) {
//return this->pixelBuffer;
}
UInt8 numberOfBytesPerChannel = 0;
UInt8 numberOfChannels = 0; // channel == color resp. alpha channel
UInt8 numberOfBytesPerPixel = 0;
UInt32 numberOfBytesPerRow = 0;
if ((format == kGL_RGBA) || (format == kGL_BGRA)) {
numberOfChannels = 4;
} else {
sprintf(errStr, "unknown format %d in file: %s (line: %d) [%s])", format, __FILE__, __LINE__, __FUNCTION__);
writeLog(errStr);
return this->pixelBuffer;
}
if ((type == kGL_UNSIGNED_INT_8_8_8_8_REV) || (type == kGL_UNSIGNED_INT_8_8_8_8) || (type == kGL_UNSIGNED_BYTE)) {
numberOfBytesPerChannel = 1; // 1 byte (== 8 bits) per color/channel
} else {
sprintf(errStr, "unknown type %d in file: %s (line: %d) [%s])", type, __FILE__, __LINE__, __FUNCTION__);
writeLog(errStr);
return this->pixelBuffer;
}
if (this->pixelBuffer != NULL) {
free(this->pixelBuffer);
this->pixelBuffer = NULL;
}
if (this->useRectExtension == false) {
numberOfBytesPerPixel = numberOfBytesPerChannel * numberOfChannels;
numberOfBytesPerRow = numberOfBytesPerPixel * this->textureWidth;
if ((format == kGL_RGBA) || (format == kGL_BGRA)) {
if ((type == kGL_UNSIGNED_INT_8_8_8_8_REV) || (type == kGL_UNSIGNED_INT_8_8_8_8)) {
this->pixelBuffer = (UInt32*)calloc((numberOfBytesPerRow / numberOfBytesPerPixel) * this->textureHeight, numberOfBytesPerPixel);
} else if (type == kGL_UNSIGNED_BYTE) {
this->pixelBuffer = (UInt32*)calloc((numberOfBytesPerRow / numberOfBytesPerPixel) * this->textureHeight, numberOfBytesPerPixel);
pixelBuffer8Bit = (UInt8*)malloc(this->textureWidth * this->textureHeight * 4);
}
}
theVisualGraphics->enableTexturing(this->useRectExtension);
theVisualGraphics->bindTexture(this->textureName, this->useRectExtension);
theVisualGraphics->setPixelStorageParams();
if ((type == kGL_UNSIGNED_INT_8_8_8_8_REV) || (type == kGL_UNSIGNED_INT_8_8_8_8)) {
theVisualGraphics->get32BitPixelsOfCurrentTexture(this->useRectExtension, format, type, &(this->pixelBuffer));
} else if (type == kGL_UNSIGNED_BYTE) {
theVisualGraphics->get8BitPixelsOfCurrentTexture(this->useRectExtension, format, type, &pixelBuffer8Bit);
}
theVisualGraphics->disableTexturing(this->useRectExtension);
} else {
#if TARGET_OS_MAC
// glGetTexImage() does not always reliably return the pixelBuffer
// of npot (non-power-of-two, GL_TEXTURE_RECTANGLE_EXT) textures
// because of inconsistencies with Nvidia's GeForce4 MX card (1.4.18) [only with some not all textures the pixel data was returned]
// we grab the pixels with glReadPixels()
// (HW, 20070208)
this->pixelBuffer = this->getRectPixels(format, type);
#endif
}
if (type == kGL_UNSIGNED_BYTE) {
UInt32 b, g, r, a, color32bit;
UInt32 pixelBufferIdx = 0;
UInt32 pixelBuffer8BitIdx = 0;
for (UInt32 i = 0; i < this->textureHeight; i++) {
for (UInt32 k = 0; k < this->textureWidth; k++) {
b = pixelBuffer8Bit[pixelBuffer8BitIdx + 0] << 24;
g = pixelBuffer8Bit[pixelBuffer8BitIdx + 1] << 16;
r = pixelBuffer8Bit[pixelBuffer8BitIdx + 2] << 8;
a = pixelBuffer8Bit[pixelBuffer8BitIdx + 3];
color32bit = b | g | r | a;
this->pixelBuffer[pixelBufferIdx] = color32bit;
pixelBufferIdx++;
pixelBuffer8BitIdx += 4;
}
}
free(pixelBuffer8Bit);
}
//.........这里部分代码省略.........