mirror of
https://github.com/leozide/leocad
synced 2024-11-17 07:47:55 +01:00
96 lines
2.4 KiB
C++
96 lines
2.4 KiB
C++
#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(const char* FileName, int Flags)
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{
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lcDiskFile File;
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if (!File.Open(FileName, "rb"))
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return false;
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return Load(File, Flags);
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}
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bool lcTexture::Load(lcFile& File, int Flags)
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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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mWidth = image.Width();
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mHeight = image.Height();
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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, (Flags & LC_TEXTURE_WRAPU) ? GL_REPEAT : GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (Flags & LC_TEXTURE_WRAPV) ? GL_REPEAT : GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (Flags & LC_TEXTURE_MIPMAPS) ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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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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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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int Format = image.Alpha() ? GL_RGBA : GL_RGB;
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void* Data = image.GetData();
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glTexImage2D(GL_TEXTURE_2D, 0, image.Alpha() ? GL_RGBA : GL_RGB, mWidth, mHeight, 0, Format, GL_UNSIGNED_BYTE, Data);
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if (Flags & LC_TEXTURE_MIPMAPS)
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{
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int Width = mWidth;
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int Height = mHeight;
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int Components = (Format == GL_RGBA) ? 4 : 3;
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for (int Level = 1; ((Width != 1) || (Height != 1)); Level++)
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{
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GLubyte *Out, *In;
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int RowStride = Width * Components;
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Width = lcMax(1, Width >> 1);
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Height = lcMax(1, Height >> 1);
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In = Out = (GLubyte*)Data;
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for (int y = 0; y < Height; y++, In += RowStride)
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for (int x = 0; x < Width; x++, Out += Components, In += 2 * Components)
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for (int c = 0; c < Components; c++)
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Out[c] = (In[c] + In[c + Components] + In[RowStride] + In[c + RowStride + Components]) / 4;
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glTexImage2D(GL_TEXTURE_2D, Level, Components, Width, Height, 0, Format, GL_UNSIGNED_BYTE, Data);
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}
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}
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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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