leocad/common/lc_texture.cpp

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