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// -----------------------------------------------
// 2D sprites
// -----------------------------------------------
#include "GLSprite.h"
#include <CImage.h>
#include <malloc.h>
#include <stdio.h>
#include <string.h>
extern char *LID(char *fileName);
// -------------------------------------------
Sprite2D::Sprite2D() {
}
// -------------------------------------------
void Sprite2D::SetSpriteMapping(float mx1,float my1,float mx2,float my2) {
this->mx1 = mx1;
this->my1 = my1;
this->mx2 = mx2;
this->my2 = my2;
}
// -------------------------------------------
void Sprite2D::UpdateSprite(int x1,int y1,int x2,int y2,float mx1,float my1,float mx2,float my2) {
this->x1 = x1;
this->y1 = y1;
this->x2 = x2;
this->y2 = y2;
this->mx1 = mx1;
this->my1 = my1;
this->mx2 = mx2;
this->my2 = my2;
}
// -------------------------------------------
void Sprite2D::UpdateSprite(int x1,int y1,int x2,int y2) {
this->x1 = x1;
this->y1 = y1;
this->x2 = x2;
this->y2 = y2;
}
// -------------------------------------------
int Sprite2D::RestoreDeviceObjects(char *diffName,char *alphaName,int scrWidth,int scrHeight) {
GLint bpp;
GLenum format;
BYTE *buff32;
// Load the image
CImage img;
CImage imga;
if( !img.LoadImage(LID(diffName)) ) {
printf("Failed to load \"%s\"\n",LID(diffName));
return 0;
}
hasAlpha = strcmp(alphaName,"none")!=0;
if( hasAlpha ) {
if( !imga.LoadImage(LID(alphaName)) ) {
printf("Failed to load \"%s\"\n",LID(alphaName));
return 0;
}
}
// Make 32 Bit RGB/RGBA buffer
int fWidth = img.Width();
int fHeight = img.Height();
if( hasAlpha ) {
format = GL_RGBA;
bpp = 4;
buff32 = (BYTE *)malloc(fWidth*fHeight*4);
BYTE *data = img.GetData();
BYTE *adata = imga.GetData();
for(int y=0;y<fHeight;y++) {
for(int x=0;x<fWidth;x++) {
buff32[x*4 + 0 + y*4*fWidth] = data[x*3+2 + y*3*fWidth];
buff32[x*4 + 1 + y*4*fWidth] = data[x*3+1 + y*3*fWidth];
buff32[x*4 + 2 + y*4*fWidth] = data[x*3+0 + y*3*fWidth];
buff32[x*4 + 3 + y*4*fWidth] = adata[x*3+1 + y*3*fWidth];
}
}
} else {
format = GL_RGB;
bpp = 3;
buff32 = (BYTE *)malloc(fWidth*fHeight*3);
BYTE *data = img.GetData();
for(int y=0;y<fHeight;y++) {
for(int x=0;x<fWidth;x++) {
buff32[x*3 + 0 + y*3*fWidth] = data[x*3+2 + y*3*fWidth];
buff32[x*3 + 1 + y*3*fWidth] = data[x*3+1 + y*3*fWidth];
buff32[x*3 + 2 + y*3*fWidth] = data[x*3+0 + y*3*fWidth];
}
}
}
glGenTextures(1,&texId);
glBindTexture(GL_TEXTURE_2D,texId);
glTexImage2D (
GL_TEXTURE_2D, // Type
0, // No Mipmap
bpp, // Byte per pixel
fWidth, // Width
fHeight, // Height
0, // Border
format, // Format RGB/RGBA
GL_UNSIGNED_BYTE, // 8 Bit/color
buff32 // Data
);
free(buff32);
img.Release();
imga.Release();
if( glGetError() != GL_NO_ERROR )
{
printf("Failed to create font texture: glcode=%d\n",glGetError());
return 0;
}
// Compute othographic matrix (for Transfomed Lit vertex)
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, scrWidth, scrHeight, 0, -1, 1 );
glGetFloatv( GL_PROJECTION_MATRIX , pMatrix );
return 1;
}
// -------------------------------------------
void Sprite2D::InvalidateDeviceObjects() {
if(texId) glDeleteTextures(1, &texId);
texId = 0;
}
// -------------------------------------------
void Sprite2D::Render() {
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if( hasAlpha ) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
glColor3f(1.0f,1.0f,1.0f);
glMatrixMode( GL_PROJECTION );
glLoadMatrixf(pMatrix);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(mx1,my1);glVertex2i(x1,y1);
glTexCoord2f(mx2,my1);glVertex2i(x2,y1);
glTexCoord2f(mx2,my2);glVertex2i(x2,y2);
glTexCoord2f(mx1,my2);glVertex2i(x1,y2);
glEnd();
}
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