2012-10-12 01:55:55 +02:00
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#include "lc_global.h"
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#include "lc_texture.h"
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#include "lc_file.h"
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#include "lc_application.h"
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#include "lc_library.h"
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#include "image.h"
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lcTexture::lcTexture()
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{
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mTexture = 0;
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mRefCount = 0;
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}
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lcTexture::~lcTexture()
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{
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Unload();
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}
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bool lcTexture::Load()
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{
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return lcGetPiecesLibrary()->LoadTexture(this);
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}
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bool lcTexture::Load(lcFile& File)
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{
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Image image;
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if (!image.FileLoad(File))
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return false;
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image.ResizePow2();
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glGenTextures(1, &mTexture);
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glBindTexture(GL_TEXTURE_2D, mTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, image.Alpha() ? GL_RGBA : GL_RGB, image.Width(), image.Height(), 0, image.Alpha() ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, image.GetData());
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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void lcTexture::Unload()
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{
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glDeleteTextures(1, &mTexture);
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mTexture = 0;
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}
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#include <string.h>
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#include <stdlib.h>
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// =============================================================================
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// Static functions
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static void* ResizeImage (GLubyte* old_image, int components, int srcw, int srch, int destw, int desth)
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{
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int i, j, k;
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float sx, sy;
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GLubyte* new_image;
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new_image = (GLubyte*)malloc (destw*desth*components*sizeof(GLubyte));
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if (new_image == NULL)
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return NULL;
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if (destw > 1)
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sx = (GLfloat) (srcw-1) / (GLfloat) (destw-1);
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else
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sx = (GLfloat) (srcw-1);
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if (desth > 1)
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sy = (GLfloat) (srch-1) / (GLfloat) (desth-1);
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else
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sy = (GLfloat) (srch-1);
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for (i = 0; i < desth; i++)
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{
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GLint ii = (GLint)(i * sy);
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for (j = 0; j < destw; j++)
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{
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GLint jj = (GLint)(j * sx);
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GLubyte *src = old_image + (ii * srcw + jj) * components;
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GLubyte *dst = new_image + (i * destw + j) * components;
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for (k = 0; k < components; k++)
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*dst++ = *src++;
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}
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}
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return new_image;
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}
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/////////////////////////////////////////////////////////////////////////////
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// Texture construction/destruction
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// Only called for the background image, use LoadIndex()
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Texture::Texture()
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{
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m_nRef = 1;
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m_nID = 0;
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}
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Texture::~Texture()
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{
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}
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/////////////////////////////////////////////////////////////////////////////
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// Texture attributes
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void Texture::AddRef(bool bFilter)
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{
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if (m_nRef == 0)
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Load(bFilter);
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m_nRef++;
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}
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void Texture::DeRef()
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{
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m_nRef--;
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if (m_nRef == 0)
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Unload();
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}
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/////////////////////////////////////////////////////////////////////////////
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// Load methods
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void Texture::LoadIndex(lcFile* idx)
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{
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lcuint8 bt;
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// TODO: don't change ref. if reloading
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m_nRef = 0;
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m_nID = 0;
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idx->ReadBuffer(m_strName, 8);
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idx->ReadU16(&m_nWidth, 1);
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idx->ReadU16(&m_nHeight, 1);
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idx->ReadU8(&bt, 1);
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switch (bt)
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{
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case LC_INTENSITY:
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m_nFormat = GL_LUMINANCE_ALPHA;
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m_nFileSize = m_nWidth*m_nHeight;
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break;
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case LC_RGB:
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m_nFormat = GL_RGB;
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m_nFileSize = m_nWidth*m_nHeight*3;
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break;
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case LC_RGBA:
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m_nFormat = GL_RGBA;
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m_nFileSize = m_nWidth*m_nHeight*4;
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break;
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}
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idx->ReadU32(&m_nOffset, 1);
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}
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void Texture::Unload()
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{
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if (m_nID != 0)
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glDeleteTextures(1, &m_nID);
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m_nID = 0;
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}
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// Load from textures.bin file
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void Texture::Load(bool bFilter)
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{
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/*
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char filename[LC_MAXPATH];
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lcDiskFile bin;
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void* bits;
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strcpy(filename, lcGetPiecesLibrary()->GetLibraryPath());
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strcat(filename, "textures.bin");
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if (!bin.Open(filename, "rb"))
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return;
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if (m_nFormat == GL_LUMINANCE_ALPHA)
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bits = malloc (m_nFileSize*2);
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else
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bits = malloc (m_nFileSize);
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bin.Seek (m_nOffset, SEEK_SET);
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bin.ReadBuffer(bits, m_nFileSize);
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FinishLoadImage (bFilter, bits);
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free(bits);
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*/
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}
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bool Texture::LoadFromFile (char* strFilename, bool bFilter)
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{
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Image image;
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if (image.FileLoad (strFilename))
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{
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image.ResizePow2 ();
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m_nWidth = image.Width ();
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m_nHeight = image.Height ();
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if (image.Alpha ())
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m_nFormat = GL_RGBA;
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else
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m_nFormat = GL_RGB;
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if (FinishLoadImage (bFilter, image.GetData ()) == true)
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return true;
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}
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if (m_nID != 0)
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{
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glDeleteTextures(1, &m_nID);
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m_nID = 0;
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}
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m_nWidth = 0;
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m_nHeight = 0;
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m_nFileSize = 0;
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return false;
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}
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bool Texture::FinishLoadImage (bool bFilter, void *data)
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{
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GLint w, h, level, maxsize;
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GLint i, j, k, pow2;
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GLint components;
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if (data == NULL || m_nWidth < 1 || m_nHeight < 1)
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return false;
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if (m_nID == 0)
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glGenTextures(1, &m_nID);
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glBindTexture(GL_TEXTURE_2D, m_nID);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bFilter ? GL_LINEAR_MIPMAP_NEAREST : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bFilter ? GL_LINEAR_MIPMAP_NEAREST : GL_NEAREST);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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switch (m_nFormat)
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{
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case GL_LUMINANCE_ALPHA: components = 2; break;
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case GL_RGB: components = 3; break;
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case GL_RGBA: components = 4; break;
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default: return false;
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}
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// create an alpha channel for the texture
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if (m_nFormat == GL_LUMINANCE_ALPHA)
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for (i = m_nWidth*m_nHeight-1; i >= 0; i--)
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((GLubyte*)data)[i*2+1] = ((GLubyte*)data)[i*2] = ((GLubyte*)data)[i];
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glGetIntegerv (GL_MAX_TEXTURE_SIZE, &maxsize);
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for (pow2 = 1; pow2 < m_nWidth; pow2 = pow2 << 1);
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w = (pow2 == m_nWidth) ? m_nWidth : (pow2 << 1);
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for (pow2 = 1; pow2 < m_nHeight; pow2 = pow2 << 1);
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h = (pow2 == m_nHeight) ? m_nHeight : (pow2 << 1);
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if (w > maxsize) w = maxsize;
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if (h > maxsize) h = maxsize;
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if (w != m_nWidth || h != m_nHeight)
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{
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data = ResizeImage ((GLubyte*)data, components, m_nWidth, m_nHeight, w, h);
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m_nWidth = w;
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m_nHeight = h;
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if (data == NULL)
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return false;
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}
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else
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{
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void *tmp = malloc (w*h*components);
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memcpy (tmp, data, w*h*components);
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data = tmp;
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}
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glTexImage2D (GL_TEXTURE_2D, 0, components, w, h, 0, m_nFormat, GL_UNSIGNED_BYTE, data);
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if (bFilter)
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for (level = 1; ((w != 1) || (h != 1)); level++)
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{
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GLubyte *out, *in;
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int row;
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row = w * components;
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if (w != 1) w >>= 1;
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if (h != 1) h >>= 1;
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in = out = (GLubyte*)data;
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for (i = 0; i < h; i++, in+=row)
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for (j = 0; j < w; j++, out+=components, in+=2*components)
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for (k = 0; k < components; k++)
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out[k] = (in[k] + in[k+components] + in[row] + in[row+k+components])>>2;
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glTexImage2D (GL_TEXTURE_2D, level, components, w, h, 0, m_nFormat, GL_UNSIGNED_BYTE, data);
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}
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free (data);
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return true;
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}
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