leocad/common/lc_texture.cpp
2012-10-12 18:21:45 +00:00

96 lines
2.4 KiB
C++

#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(const char* FileName, int Flags)
{
lcDiskFile File;
if (!File.Open(FileName, "rb"))
return false;
return Load(File, Flags);
}
bool lcTexture::Load(lcFile& File, int Flags)
{
Image image;
if (!image.FileLoad(File))
return false;
image.ResizePow2();
mWidth = image.Width();
mHeight = image.Height();
glGenTextures(1, &mTexture);
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (Flags & LC_TEXTURE_WRAPU) ? GL_REPEAT : GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (Flags & LC_TEXTURE_WRAPV) ? GL_REPEAT : GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (Flags & LC_TEXTURE_MIPMAPS) ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
int Format = image.Alpha() ? GL_RGBA : GL_RGB;
void* Data = image.GetData();
glTexImage2D(GL_TEXTURE_2D, 0, image.Alpha() ? GL_RGBA : GL_RGB, mWidth, mHeight, 0, Format, GL_UNSIGNED_BYTE, Data);
if (Flags & LC_TEXTURE_MIPMAPS)
{
int Width = mWidth;
int Height = mHeight;
int Components = (Format == GL_RGBA) ? 4 : 3;
for (int Level = 1; ((Width != 1) || (Height != 1)); Level++)
{
GLubyte *Out, *In;
int RowStride = Width * Components;
Width = lcMax(1, Width >> 1);
Height = lcMax(1, Height >> 1);
In = Out = (GLubyte*)Data;
for (int y = 0; y < Height; y++, In += RowStride)
for (int x = 0; x < Width; x++, Out += Components, In += 2 * Components)
for (int c = 0; c < Components; c++)
Out[c] = (In[c] + In[c + Components] + In[RowStride] + In[c + RowStride + Components]) / 4;
glTexImage2D(GL_TEXTURE_2D, Level, Components, Width, Height, 0, Format, GL_UNSIGNED_BYTE, Data);
}
}
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void lcTexture::Unload()
{
glDeleteTextures(1, &mTexture);
mTexture = 0;
}