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# MTexture.h

    #ifndef MAYA_API_MTexture
    #define MAYA_API_MTexture

    //-
    // ==========================================================================
    // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors.  All
    // rights reserved.
    //
    // The coded instructions, statements, computer programs, and/or related
    // material (collectively the "Data") in these files contain unpublished
    // information proprietary to Autodesk, Inc. ("Autodesk") and/or its
    // licensors, which is protected by U.S. and Canadian federal copyright
    // law and by international treaties.
    //
    // The Data is provided for use exclusively by You. You have the right
    // to use, modify, and incorporate this Data into other products for
    // purposes authorized by the Autodesk software license agreement,
    // without fee.
    //
    // The copyright notices in the Software and this entire statement,
    // including the above license grant, this restriction and the
    // following disclaimer, must be included in all copies of the
    // Software, in whole or in part, and all derivative works of
    // the Software, unless such copies or derivative works are solely
    // in the form of machine-executable object code generated by a
    // source language processor.
    //
    // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND.
    // AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED
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    // PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE, OR
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    //+

    // MTexture.h

    // DESCRIPTION: Texture object, that can be mipmapped. Eventually, this
    //              class will likely end up in the Maya API.
    //
    // AUTHOR: Christian Laforte
    //

    #include <maya/MImage.h>
    #include <maya/MString.h>
    #include <assert.h>

    #if defined(OSMac_MachO_)
    #include <OpenGL/gl.h>
    #include <OpenGL/glu.h>
    #else
    #include <GL/gl.h>
    #include <GL/glu.h>
    #endif

    int highestPowerOf2(int num);

    class TexObj
    {
    public:
        TexObj(GLenum target = GL_TEXTURE_2D)
        {
            assert(glGetError() == GL_NO_ERROR);

            // Get a texture identifier.
            glGenTextures(1, &fTextureNum);
            assert(glGetError() == GL_NO_ERROR);

            fTarget = target;

            // Set up default values for the texture parameters.
            // They are the same as the OpenGL default.
            fMinFilterParam = GL_NEAREST;
            fMagFilterParam = GL_LINEAR;
            fWrapSParam = GL_REPEAT;
            fWrapTParam = GL_REPEAT;
        }

        ~TexObj()
        {
            glDeleteTextures(1, &fTextureNum);
        }

        void bind()
        {
            assert(glGetError() == GL_NO_ERROR);

            // Bind the texture.
            glBindTexture(fTarget, fTextureNum);
            assert(glGetError() == GL_NO_ERROR);

            // Set up the texture parameters.
            glTexParameteri(fTarget, GL_TEXTURE_MIN_FILTER, fMinFilterParam);
            assert(glGetError() == GL_NO_ERROR);
            glTexParameteri(fTarget, GL_TEXTURE_MAG_FILTER, fMagFilterParam);
            assert(glGetError() == GL_NO_ERROR);
            glTexParameteri(fTarget, GL_TEXTURE_WRAP_S, fWrapSParam);
            assert(glGetError() == GL_NO_ERROR);
            glTexParameteri(fTarget, GL_TEXTURE_WRAP_T, fWrapTParam);
            assert(glGetError() == GL_NO_ERROR);
        }

        void parameter(GLenum pname, GLint param)
        {
            switch (pname)
            {
            case GL_TEXTURE_MIN_FILTER: fMinFilterParam = param;    break;
            case GL_TEXTURE_MAG_FILTER: fMagFilterParam = param;    break;
            case GL_TEXTURE_WRAP_S:     fWrapSParam = param;        break;
            case GL_TEXTURE_WRAP_T:     fWrapTParam = param;        break;
            }
        }

    private:
        GLenum fTarget;

        // Various parameters. See glTexParameterf() in MSDN for more info.
        GLint fMinFilterParam;
        GLint fMagFilterParam;
        GLint fWrapSParam;
        GLint fWrapTParam;

        GLuint fTextureNum;
    };

    class MTexture
    {
    public:
        enum Type
        {
            RGBA,
            HILO,
            NMAP
        };

        MTexture();

        ~MTexture()
        {
            if (m_levels)
            {
                for (unsigned int i=0; i < m_numLevels; i++)
                {
                    if (m_levels[i])
                    {
                        delete [] m_levels[i];
                        m_levels[i] = NULL;
                    }
                }

                delete [] m_levels;
            }
        }

        bool set(MImage &image, Type type, bool mipmapped = true, GLenum target = GL_TEXTURE_2D);

        // This function assumes that the file texture is square, and
        // that its dimensions are exponents of 2.
        bool load(MString filename, Type type, bool mipmapped = true, GLenum target = GL_TEXTURE_2D);

        bool specify(GLenum target);

        // Returns 1 if no mipmapping, >1 otherwise.
        unsigned int levels() { return m_numLevels; }

        bool bind();

        unsigned char* fetch(unsigned int s, unsigned int t, unsigned int level = 0)
        {
            // Verify that the mipmap level exists.
            if (level > m_numLevels || m_levels == NULL || m_levels[level] == NULL)
                return NULL;

            return internalFetch(s, t, level);
        }

        inline bool square()
        {
            return m_width == m_height;
        }

        inline bool mipmapped()
        {
            return levels() > 1;
        }

        // Return the width of a specific mipmap level.
        // If level == 0, return the width of the base level (source image).
        // Width is always >= 1, to prevent non-square textures from having zero-sized levels.
        inline unsigned int width(unsigned int level = 0)
        {
            unsigned int w = m_width >> level;
            if (w > 0)
                return w;
            else
                return 1;
        }

        inline unsigned int height(unsigned int level = 0)
        {
            unsigned int h = m_height >> level;
            if (h > 0)
                return h;
            else
                return 1;
        }

    protected:

        inline unsigned char* internalFetch(unsigned int s, unsigned int t, unsigned int level)
        {
            assert((s >= 0) && (s < width(level)));
            assert((t >= 0) && (t < height(level)));
            return m_levels[level] + 4 * ((width(level) * t) + s);
        }

    private:

        // Fairly permanent variables
        unsigned int m_width, m_height;
        Type m_type;
        TexObj m_texObj;
        bool m_mipmapped;

        // Pyramid levels (assumes 4 bytes per pixel for now)
        unsigned char **m_levels;
        unsigned int m_numLevels;   // Number of mipmaps + base texture

        // Cached variables (Depend on previous private variables)
        GLint       m_internalFormat;
        GLenum      m_format;
        GLenum      m_componentFormat;
    };

    #endif // MAYA_API_MTexture