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// GLTexture.c
// Egoboo, Copyright (C) 2000 Aaron Bishop
#include "egoboo.h" // GAC - Needed for Win32 stuff
#include "gltexture.h"
/********************> GLTexture_Load() <*****/
void GLTexture_Load( GLTexture *texture, const char *filename )
{
SDL_Surface *tempSurface, *imageSurface;
/* Load the bitmap into an SDL_Surface */
imageSurface = SDL_LoadBMP( FILENAME(filename) );
/* Make sure a valid SDL_Surface was returned */
if ( imageSurface != NULL )
{
/* Generate an OpenGL texture */
glGenTextures( 1, &texture->textureID );
/* Set up some parameters for the format of the OpenGL texture */
glBindTexture( GL_TEXTURE_2D, texture->textureID ); /* Bind Our Texture */
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); /* Linear Filtered */
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); /* Linear Filtered */
/* Set the original image's size (incase it's not an exact square of a power of two) */
texture->imgHeight = imageSurface->h;
texture->imgWidth = imageSurface->w;
/* Determine the correct power of two greater than or equal to the original image's size */
texture->txDimensions = 2;
while ( ( texture->txDimensions < texture->imgHeight ) && ( texture->txDimensions < texture->imgWidth ) )
texture->txDimensions *= 2;
/* Set the texture's alpha */
texture->alpha = 1;
/* Create a blank SDL_Surface (of the smallest size to fit the image) & copy imageSurface into it*/
if(imageSurface->format->Gmask)
{
tempSurface = SDL_CreateRGBSurface( SDL_SWSURFACE, texture->txDimensions, texture->txDimensions, 24, imageSurface->format->Rmask, imageSurface->format->Gmask, imageSurface->format->Bmask, imageSurface->format->Amask );
}
else
{
#ifdef _LITTLE_ENDIAN
tempSurface = SDL_CreateRGBSurface( SDL_SWSURFACE, texture->txDimensions, texture->txDimensions, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0x000000);
#else
tempSurface = SDL_CreateRGBSurface( SDL_SWSURFACE, texture->txDimensions, texture->txDimensions, 24, 0xFF0000, 0x00FF00, 0x0000FF, 0x000000);
#endif
}
SDL_BlitSurface( imageSurface, &imageSurface->clip_rect, tempSurface, &imageSurface->clip_rect );
/* actually create the OpenGL textures */
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, tempSurface->w, tempSurface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, tempSurface->pixels );
/* get rid of our SDL_Surfaces now that we're done with them */
SDL_FreeSurface( tempSurface );
SDL_FreeSurface( imageSurface );
}
}
/********************> GLTexture_LoadA() <*****/
void GLTexture_LoadA( GLTexture *texture, const char *filename, Uint32 key )
{
/* The key param indicates which color to set alpha to 0. All other values are 0xFF. */
SDL_Surface *tempSurface, *imageSurface;
Sint16 x,y;
Uint32 *p;
/* Load the bitmap into an SDL_Surface */
imageSurface = SDL_LoadBMP( FILENAME(filename) );
/* Make sure a valid SDL_Surface was returned */
if ( imageSurface != NULL )
{
/* Generate an OpenGL texture */
glGenTextures( 1, &texture->textureID );
/* Set up some parameters for the format of the OpenGL texture */
glBindTexture( GL_TEXTURE_2D, texture->textureID ); /* Bind Our Texture */
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); /* Linear Filtered */
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); /* Linear Filtered */
/* Set the original image's size (incase it's not an exact square of a power of two) */
texture->imgHeight = imageSurface->h;
texture->imgWidth = imageSurface->w;
/* Determine the correct power of two greater than or equal to the original image's size */
texture->txDimensions = 2;
while ( ( texture->txDimensions < texture->imgHeight ) && ( texture->txDimensions < texture->imgWidth ) )
texture->txDimensions *= 2;
/* Set the texture's alpha */
texture->alpha = 1;
/* Create a blank SDL_Surface (of the smallest size to fit the image) & copy imageSurface into it*/
//SDL_SetColorKey(imageSurface, SDL_SRCCOLORKEY,0);
//cvtSurface = SDL_ConvertSurface(imageSurface, &fmt, SDL_SWSURFACE);
if(imageSurface->format->Gmask)
{
tempSurface = SDL_CreateRGBSurface( SDL_SWSURFACE, texture->txDimensions, texture->txDimensions, 32, imageSurface->format->Rmask, imageSurface->format->Gmask, imageSurface->format->Bmask, imageSurface->format->Amask );
}
else
{
#ifdef _LITTLE_ENDIAN
tempSurface = SDL_CreateRGBSurface( SDL_SWSURFACE, texture->txDimensions, texture->txDimensions, 32, 0x0000FF, 0x00FF00, 0xFF0000, 0x000000);
#else
tempSurface = SDL_CreateRGBSurface( SDL_SWSURFACE, texture->txDimensions, texture->txDimensions, 32, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x00000000);
#endif
}
//SDL_BlitSurface( cvtSurface, &cvtSurface->clip_rect, tempSurface, &cvtSurface->clip_rect );
SDL_BlitSurface( imageSurface, &imageSurface->clip_rect, tempSurface, &imageSurface->clip_rect );
/* Fix the alpha values */
SDL_LockSurface(tempSurface);
p = tempSurface->pixels;
for( y = (texture->txDimensions - 1) ;y >= 0; y-- )
{
for( x = (texture->txDimensions - 1); x >= 0; x-- )
{
if( p[x+y*texture->txDimensions] != key )
{
#ifdef _LITTLE_ENDIAN
p[x+y*texture->txDimensions] = p[x+y*texture->txDimensions] | 0xFF000000;
#else
p[x+y*texture->txDimensions] = p[x+y*texture->txDimensions] | 0x000000FF;
#endif
}
}
}
SDL_UnlockSurface(tempSurface);
/* actually create the OpenGL textures */
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tempSurface->w, tempSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, tempSurface->pixels );
/* get rid of our SDL_Surfaces now that we're done with them */
SDL_FreeSurface( tempSurface );
SDL_FreeSurface( imageSurface );
}
}
/********************> GLTexture_GetTextureID() <*****/
GLuint GLTexture_GetTextureID( GLTexture *texture )
{
return texture->textureID;
}
/********************> GLTexture_GetImageHeight() <*****/
GLsizei GLTexture_GetImageHeight( GLTexture *texture )
{
return texture->imgHeight;
}
/********************> GLTexture_GetImageWidth() <*****/
GLsizei GLTexture_GetImageWidth( GLTexture *texture )
{
return texture->imgWidth;
}
/********************> GLTexture_GetDimensions() <*****/
GLsizei GLTexture_GetDimensions( GLTexture *texture )
{
return texture->txDimensions;
}
/********************> GLTexture_SetAlpha() <*****/
void GLTexture_SetAlpha( GLTexture *texture, GLfloat alpha )
{
texture->alpha = alpha;
}
/********************> GLTexture_GetAlpha() <*****/
GLfloat GLTexture_GetAlpha( GLTexture *texture )
{
return texture->alpha;
}
/********************> GLTexture_Release() <*****/
void GLTexture_Release( GLTexture *texture )
{
/* Delete the OpenGL texture */
glDeleteTextures( 1, &texture->textureID );
/* Reset the other data */
texture->imgHeight = texture->imgWidth = texture->txDimensions = 0;
}
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