📄 texture.cpp
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/*************************************************************************
"I Have No Tomatoes"
Copyright (c) 2004, Mika Halttunen
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute
it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Mika Halttunen <lsoft@mbnet.fi>
*************************************************************************/
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
#include "SDL_image.h"
#include "SDL_opengl.h"
#include "texture.h"
#include "init.h"
#include "mpak.h"
/*
// This gets a pixel from a surface
Uint32 getpixel(SDL_Surface *bmp, int x, int y) {
int bpp = bmp->format->BytesPerPixel;
Uint8 *p = (Uint8*)bmp->pixels + y * bmp->pitch + x*bpp;
switch(bpp) {
case 1:
return *p;
case 2:
return *(Uint16*)p;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return p[0] << 16 | p[1] << 8 | p[2];
else
return p[0] | p[1] << 8 | p[2] << 16;
case 4:
return *(Uint32*)p;
default:
return 0;
}
}
*/
// Load a PNG
GLuint load_png(char *file, bool alpha, bool repeat, bool mipmaps) {
return load_texture(file, "PNG", alpha, repeat, mipmaps);
}
// Load a JPG
GLuint load_jpg(char *file, bool alpha, bool repeat, bool mipmaps) {
return load_texture(file, "JPG", alpha, repeat, mipmaps);
}
// Load a image file using SDL_Image and
// convert it to OpenGL texture.
// If alpha == true -> RGBA alpha texture
// If repeat == true -> texture can be tiled
// If mipmaps == true -> Mipmaps will be generated
// Return texture ID
GLuint load_texture(char *file, char *img_type, bool alpha, bool repeat, bool mipmaps) {
GLuint tex;
// Load the 'file' to SDL_Surface
SDL_Surface *img = NULL;
// img = IMG_Load(file);
FILE *fin = pakfile.open_file(file);
if(!fin)
error_msg("Unable to load texture from %s!\nSomething is wrong with the pakfile.", file);
SDL_RWops *rw;
rw = SDL_RWFromFP(fin, 1);
img = IMG_LoadTyped_RW(rw,0, img_type);
if(img == NULL)
error_msg("Unable to load texture from %s!\n%s", file, IMG_GetError());
SDL_FreeRW(rw);
// Lock the surface
if(SDL_MUSTLOCK(img))
SDL_LockSurface(img);
// Flip the surface pixels upside down
Uint8 *line = new (Uint8)[img->w*img->format->BytesPerPixel];
if(!line)
error_msg("Unable to flip surface %s:\nOut of memory!\n");
for(int f=0; f < img->h/2; f++) {
memcpy((Uint8*)line, ((Uint8*)img->pixels + f*img->pitch), img->w*img->format->BytesPerPixel);
memcpy(((Uint8*)img->pixels + f*img->pitch), ((Uint8*)img->pixels + (img->h - f - 1)*img->pitch), img->w*img->format->BytesPerPixel);
memcpy(((Uint8*)img->pixels + (img->h - f - 1)*img->pitch), (Uint8*)line, img->w*img->format->BytesPerPixel);
}
delete [] line;
/*
// Build the texture from the surface
int dim = img->w * img->h * ((alpha) ? 4 : 3);
GLubyte *data;
data = new GLubyte[dim];
if(!data)
error_msg("Unable to create a texture from %s!", file);
// Traverse trough surface and grab the pixels
int pos = 0;
for(int y=(img->h-1); y>-1; y--) {
for(int x=0; x<img->w; x++) {
Uint8 r,g,b,a;
Uint32 color = getpixel(img, x,y);
if(!alpha)
SDL_GetRGB(color, img->format, &r,&g,&b);
else
SDL_GetRGBA(color, img->format, &r,&g,&b,&a);
data[pos] = r; pos++;
data[pos] = g; pos++;
data[pos] = b; pos++;
if(alpha) {
data[pos] = a; pos++;
}
}
}
*/
// Generate the OpenGL texture ID
int type = (alpha) ? GL_RGBA : GL_RGB;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
// Upload the texture data
glTexImage2D(GL_TEXTURE_2D, 0, type, img->w, img->h, 0, type, GL_UNSIGNED_BYTE, img->pixels);
//glTexImage2D(GL_TEXTURE_2D, 0, type, img->w, img->h, 0, type, GL_UNSIGNED_BYTE, data);
// Set up mip mapping
int filter_min = (mipmaps) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
int filter_mag = GL_LINEAR;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_mag);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (repeat) ? GL_REPEAT : GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (repeat) ? GL_REPEAT : GL_CLAMP);
if(mipmaps)
gluBuild2DMipmaps(GL_TEXTURE_2D, type, img->w, img->h, type, GL_UNSIGNED_BYTE, img->pixels);
//gluBuild2DMipmaps(GL_TEXTURE_2D, type, img->w, img->h, type, GL_UNSIGNED_BYTE, data);
// Unlock the surface
if(SDL_MUSTLOCK(img))
SDL_UnlockSurface(img);
// Clean up and return the texture ID
//delete [] data;
SDL_FreeSurface(img);
return tex;
}
// Same as load_texture(), but loads into a specified texture index
void load_texture_into(GLuint tex, char *file, char *img_type, bool alpha, bool repeat, bool mipmaps) {
// Load the 'file' to SDL_Surface
SDL_Surface *img = NULL;
FILE *fin = pakfile.open_file(file);
if(!fin)
error_msg("Unable to load texture from %s!\nSomething is wrong with the pakfile.", file);
SDL_RWops *rw;
rw = SDL_RWFromFP(fin, 1);
img = IMG_LoadTyped_RW(rw,0, img_type);
if(img == NULL)
error_msg("Unable to load texture from %s!\n%s", file, IMG_GetError());
SDL_FreeRW(rw);
// Lock the surface
if(SDL_MUSTLOCK(img))
SDL_LockSurface(img);
// Flip the surface pixels upside down
Uint8 *line = new (Uint8)[img->w*img->format->BytesPerPixel];
if(!line)
error_msg("Unable to flip surface %s:\nOut of memory!\n");
for(int f=0; f < img->h/2; f++) {
memcpy((Uint8*)line, ((Uint8*)img->pixels + f*img->pitch), img->w*img->format->BytesPerPixel);
memcpy(((Uint8*)img->pixels + f*img->pitch), ((Uint8*)img->pixels + (img->h - f - 1)*img->pitch), img->w*img->format->BytesPerPixel);
memcpy(((Uint8*)img->pixels + (img->h - f - 1)*img->pitch), (Uint8*)line, img->w*img->format->BytesPerPixel);
}
delete [] line;
int type = (alpha) ? GL_RGBA : GL_RGB;
glBindTexture(GL_TEXTURE_2D, tex);
// Upload the texture data
glTexImage2D(GL_TEXTURE_2D, 0, type, img->w, img->h, 0, type, GL_UNSIGNED_BYTE, img->pixels);
// Set up mip mapping
int filter_min = (mipmaps) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
int filter_mag = GL_LINEAR;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter_min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter_mag);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (repeat) ? GL_REPEAT : GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (repeat) ? GL_REPEAT : GL_CLAMP);
if(mipmaps)
gluBuild2DMipmaps(GL_TEXTURE_2D, type, img->w, img->h, type, GL_UNSIGNED_BYTE, img->pixels);
// Unlock the surface
if(SDL_MUSTLOCK(img))
SDL_UnlockSurface(img);
// Clean up
SDL_FreeSurface(img);
}
// Grab texture contents from the frame buffer.
// Assuming that 'tex' is a valid texture ID
// sized w*h
void grab_texture(GLuint tex, int w, int h, int mode) {
BIND_TEXTURE(tex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, mode, 0,0, w,h, 0);
}
// Create an empty OpenGL texture
GLuint create_empty_texture(int w, int h, int mode) {
GLuint tex;
GLubyte *data;
int bpp = (mode==GL_RGB) ? 3 : 4;
data = new GLubyte [w*h*bpp];
if(!data)
error_msg("Unable to create an empty texture!");
memset(data, 0, sizeof(data));
glGenTextures(1, &tex); // Generate texture ID
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, mode, w, h, 0, mode, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
delete [] data;
return tex;
}
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