
/*
 * CINELERRA
 * Copyright (C) 2008 Adam Williams <broadcast at earthling dot net>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 */

#ifndef BCTEXTURE_H
#define BCTEXTURE_H


#include "vframe.inc"


// Container for texture objects

class BC_Texture
{
public:
	BC_Texture(int w, int h, int colormodel);
	~BC_Texture();

	friend class VFrame;

// Create a new texture if *texture if 0
// or update the existing texture if *texture is
// nonzero.  The created texture object is stored in *texture.
// The texture parameters are stored in the texture manager.
// The user must delete *texture when finished with it.
// The texture is bound to the current texture unit and enabled.
// Must be called from a synchronous opengl thread after enable_opengl.
	static void new_texture(BC_Texture **texture,
		int w,
		int h,
		int colormodel);

// Bind the frame's texture to GL_TEXTURE_2D and enable it.
// If a texture_unit is supplied, the texture unit is made active
// and the commands are run in the right sequence to
// initialize it to our preferred specifications.
// The texture unit initialization requires the texture to be bound.
	void bind(int texture_unit, int nearest=0);

// Calculate the power of 2 size for allocating textures
	static int calculate_texture_size(int w, int *max = 0);
	int get_texture_id();
	int get_texture_w();
	int get_texture_h();
	int get_texture_components();
	int get_window_id();
	void draw_texture(
		float in_x1, float in_y1, float in_x2, float in_y2,
		float out_x1, float out_y1, float out_x2, float out_y2);

	void write_tex(const char *fn, int id);
	void write_tex(const char *fn);
private:
	void clear_objects();

// creates a new texture or updates an existing texture to work with the
// current window.
	void create_texture(int w, int h, int colormodel);


	int window_id;
	int texture_id;
	int texture_w;
	int texture_h;
	int texture_components;
	int colormodel;
	int w;
	int h;
};


#endif
