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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include "texture.h"
#include "../image/image.h"
#include "../demolib_prefs.h"
#include "../exception.h"
#if DEMOLIB_TEXTURES
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
/*
* umm, ugly, but it does the job. :-) a hash table isn't what
* we want here, because we want to look up by both values...
* and we don't need the extra speed anyhow. :-) besides, it gives
* us less init'ing...
*/
struct {
char texname[256];
Texture *tex;
} textures[256];
int max_tex_num = -1;
Texture *texture::load(const char *filename)
{
/* see if it is in the `cache' */
for (int i = 0; i <= max_tex_num; i++) {
if (strcmp(textures[i].texname, filename) == 0 &&
textures[i].tex != NULL) {
Texture *tex = textures[i].tex;
tex->refcount++;
return tex;
}
}
Image *img = load_image(filename);
Texture *tex = new Texture(img);
delete img;
tex->refcount = 1;
max_tex_num++;
strcpy(textures[max_tex_num].texname, filename);
textures[max_tex_num].tex = tex;
return tex;
}
void texture::free(Texture *tex)
{
if (tex == NULL) return;
if (--(tex->refcount) == 0) {
delete tex;
for (int i = 0; i <= max_tex_num; i++) {
if (textures[i].tex == tex) {
textures[i].tex = NULL;
while (i >= max_tex_num && textures[max_tex_num].tex == NULL) {
max_tex_num--;
}
break;
}
}
}
}
GLenum texture::get_opengl_format(int bpp)
{
switch (bpp) {
case 8:
return GL_LUMINANCE;
case 16:
return GL_LUMINANCE_ALPHA;
case 24:
return GL_RGB;
case 32:
return GL_RGBA;
}
/* better debug message later ;-) */
throw new FatalException("texture::get_opengl_format(): Unknown bpp!");
}
GLenum texture::get_opengl_internal_format(int bpp)
{
switch (bpp) {
case 8:
return GL_LUMINANCE8;
case 16:
return GL_LUMINANCE8_ALPHA8;
case 24:
// return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
return GL_RGB8;
case 32:
// return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
return GL_RGBA8;
}
/* better debug message later ;-) */
throw new FatalException("texture::get_opengl_internal_format(): Unknown bpp!");
}
Texture::Texture(Image *img)
{
int w, h;
unsigned char *pixdata;
/*
* clip both dimensions to power-of-two (we used to do this with
* 1 << (int)(floor(log((double)(x)) / log(2))), but that proved
* inaccurate)
*/
for (w = (1<<30); w > 0; w >>= 1) {
if (img->get_width() & w) {
break;
}
}
for (h = (1<<30); h > 0; h >>= 1) {
if (img->get_height() & h) {
break;
}
}
pixdata = (unsigned char *)(malloc(w * h * img->get_bpp() / 8));
if (pixdata == NULL) throw new FatalException("Out of memory");
memcpy(pixdata, img->get_pixel_data(), w * h * img->get_bpp() / 8);
GLenum fmt = texture::get_opengl_format(img->get_bpp());
GLenum ifmt = texture::get_opengl_internal_format(img->get_bpp());
/* now see if we need to scale down to fit the card :-( */
GLint maxsize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxsize);
// maxsize = 256;
int new_w = w, new_h = h;
if (w > maxsize || h > maxsize) {
if (new_w > maxsize)
new_w = maxsize;
if (new_h > maxsize)
new_h = maxsize;
unsigned char *pixdata_s = (unsigned char *)malloc(new_w * new_h * 4);
if (pixdata_s == NULL)
throw new FatalException("Out of memory!");
gluScaleImage(fmt, w, h, GL_UNSIGNED_BYTE, pixdata, new_w, new_h,
GL_UNSIGNED_BYTE, pixdata_s);
free(pixdata);
pixdata = pixdata_s;
w = new_w;
h = new_h;
}
glGenTextures(1, &(this->texnum));
glBindTexture(GL_TEXTURE_2D, this->texnum);
// glTexImage2D(GL_TEXTURE_2D, 0, ifmt, w, h, 0, fmt, GL_UNSIGNED_BYTE, pixdata);
// this->add_mipmap(ifmt, fmt, img->get_bpp(), w, h, 0, pixdata);
gluBuild2DMipmaps(GL_TEXTURE_2D, ifmt, w, h, fmt, GL_UNSIGNED_BYTE, pixdata);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
/* glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
free(pixdata);
}
Texture::~Texture()
{
glDeleteTextures(1, &(this->texnum));
}
void Texture::bind()
{
glBindTexture(GL_TEXTURE_2D, this->texnum);
}
void Texture::add_mipmap(GLenum ifmt, GLenum fmt, int bpp, int w, int h,
int level, unsigned char *pixdata)
{
if (w == 1 && h == 1) return;
int comp = bpp / 8;
int nw = (w == 1) ? 1 : (w >> 1);
int nh = (h == 1) ? 1 : (h >> 1);
unsigned char *npd = (unsigned char *)malloc(nw * nh * comp);
if (npd == NULL)
throw new FatalException("Out of memory!");
if (nw == 1) {
/*
* ick, special case, but we can fool the scaler and pretend
* we have a different picture, so it works well anyhow ;-)
*/
nw = nh;
nh = 1;
}
/*
* general nice scaling code ;-) works for h == 1
* too, although suboptimal... who cares
*/
for (int y = 0; y < nh; y++) {
unsigned char *src1 = (unsigned char *)(pixdata + (y*2)*w*comp);
unsigned char *src2 = (unsigned char *)(pixdata + (y*2+1)*w*comp);
if (h == 1) src2 = src1;
unsigned char *dst = (unsigned char *)(npd + y*nw*comp);
for (int x = 0; x < nw; x++) {
for (int c = 0; c < comp; c++) {
*dst++ = (unsigned char)
(((unsigned int)(*src1) +
(unsigned int)(*src2) +
(unsigned int)(*(src1+comp)) +
(unsigned int)(*(src2+comp))) >> 2);
src1++;
src2++;
}
src1 += comp;
src2 += comp;
}
}
/* just in case we messed with these values further up */
nw = (w == 1) ? 1 : (w >> 1);
nh = (h == 1) ? 1 : (h >> 1);
glTexImage2D(GL_TEXTURE_2D, level + 1, ifmt, nw, nh, 0, fmt, GL_UNSIGNED_BYTE, npd);
this->add_mipmap(ifmt, fmt, bpp, nw, nh, level + 1, npd);
free(npd);
}
#endif
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