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/* Copyright (C) 2004 MySQL AB
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */
/**
* @file myx_gc_texture.cpp
* @brief Implementation of a texture class.
*
*/
#ifdef _WINDOWS
#include <windows.h>
#else
#endif // ifdef _WINDOWS
#include <gl/gl.h>
#include <gl/glu.h>
#include <math.h>
#include "myx_gc_texture.h"
#include "myx_gc_canvas.h"
#include "myx_gc_utilities.h"
//----------------- CGCTexture -----------------------------------------------------------------------------------------
CGCTexture::CGCTexture(CTextureManager* Controller, const string& Filename, const string& ID, GLenum WrapModeS, GLenum WrapModeT,
GLenum MinFilter, GLenum MagFilter, int Dimensions, GLenum TextureMode)
{
FManager = Controller;
FLoaded = false;
FName = ID;
FFilename = Filename;
FWrapModeS = WrapModeS;
FWrapModeT = WrapModeT;
FMinFilter = MinFilter;
FMagFilter = MagFilter;
FTarget = Dimensions == 1 ? GL_TEXTURE_1D : GL_TEXTURE_2D;
FMode = TextureMode;
glGenTextures(1, &FHandle);
}
//----------------------------------------------------------------------------------------------------------------------
CGCTexture::~CGCTexture(void)
{
glDeleteTextures(1, &FHandle);
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Rounds the given value up to the next power of two boundary.
*
* @param Value The value to round up.
* @return Returns the rounded value.
*/
int RoundUpToPowerOf2(int Value)
{
#define LOG2(value) (log(value) / log(2.0))
double LogTwo = LOG2((double) Value);
if (floor(LogTwo) < LogTwo)
return (int) floor(pow(2.0, floor(LogTwo) + 1));
else
return Value;
#undef LOG2
}
//----------------------------------------------------------------------------------------------------------------------
/**
* Delay loads texture data. Called from ActivateTexture, that is, when the texture is used the first time.
*/
void CGCTexture::LoadTexture(void)
{
FLoaded = true;
TImage* Image = LoadPNG(FFilename);
if (Image != NULL)
{
int ActualWidth = RoundUpToPowerOf2(Image->Width);
int ActualHeight = RoundUpToPowerOf2(Image->Height);
unsigned char* Buffer;
bool FreeBuffer = false;
GLenum Format = GL_RGB;
switch (Image->ColorType)
{
case COLOR_TYPE_PALETTE:
{
Format = GL_COLOR_INDEX;
break;
};
case COLOR_TYPE_GRAY:
{
Format = GL_LUMINANCE;
break;
};
case COLOR_TYPE_GRAY_ALPHA:
{
Format = GL_LUMINANCE_ALPHA;
break;
};
case COLOR_TYPE_RGB:
{
Format = GL_RGB;
break;
};
case COLOR_TYPE_RGB_ALPHA:
{
Format = GL_RGBA;
break;
};
};
if (ActualWidth != Image->Width || ActualHeight != Image->Height)
{
FreeBuffer = true;
Buffer = (unsigned char*) malloc(ActualWidth * ActualHeight * Image->Channels);
gluScaleImage(Format, Image->Width, Image->Height, GL_UNSIGNED_BYTE, Image->Data, ActualWidth, ActualHeight,
GL_UNSIGNED_BYTE, Buffer);
}
else
Buffer = Image->Data;
if (FTarget == GL_TEXTURE_1D)
{
if ((FMinFilter == GL_NEAREST) || (FMinFilter == GL_LINEAR))
glTexImage1D(GL_TEXTURE_1D, 0, Format, ActualWidth, 0, Format, GL_UNSIGNED_BYTE, Buffer);
else
gluBuild1DMipmaps(GL_TEXTURE_1D, Format, ActualWidth, Format, GL_UNSIGNED_BYTE, Buffer);
}
else
{
if ((FMinFilter == GL_NEAREST) || (FMinFilter == GL_LINEAR))
glTexImage2D(GL_TEXTURE_2D, 0, Format, ActualWidth, ActualHeight, 0, Format, GL_UNSIGNED_BYTE, Buffer);
else
gluBuild2DMipmaps(GL_TEXTURE_2D, Format, ActualWidth, ActualHeight, Format, GL_UNSIGNED_BYTE, Buffer);
};
if (Image != NULL)
FreeImage(Image);
if (FreeBuffer)
free(Buffer);
};
}
//----------------------------------------------------------------------------------------------------------------------
// Activates this texture in OpenGL so all following vertex definitions are textured using this texture.
// If the texture has not been loaded yet it will be done now. Additionally, texture mode is enabled in OpenGL.
void CGCTexture::ActivateTexture(void)
{
glEnable(FTarget);
glBindTexture(FTarget, FHandle);
if (!FLoaded)
LoadTexture();
glTexParameteri(FTarget, GL_TEXTURE_WRAP_S, FWrapModeS);
if (FTarget == GL_TEXTURE_2D)
glTexParameteri(FTarget, GL_TEXTURE_WRAP_T, FWrapModeT);
glTexParameteri(FTarget, GL_TEXTURE_MIN_FILTER, FMinFilter);
glTexParameteri(FTarget, GL_TEXTURE_MAG_FILTER, FMagFilter);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, FMode);
}
//----------------------------------------------------------------------------------------------------------------------
// Deactivates this texture and the texture mode in OpenGL.
void CGCTexture::DeactivateTexture(void)
{
glDisable(FTarget);
glBindTexture(FTarget, 0);
}
//----------------- CTextureManager ------------------------------------------------------------------------------------
CTextureManager InternalTextureManager; // Singleton texture manager instance.
CTextureManager* TextureManager()
{
return &InternalTextureManager;
}
//----------------------------------------------------------------------------------------------------------------------
CTextureManager::~CTextureManager(void)
{
ClearTextures();
}
//----------------------------------------------------------------------------------------------------------------------
// Looks throught the textures and attempts to find one with the given name.
CGCTexture* CTextureManager::FindTexture(const string& Name)
{
CTextureIterator Iterator = FTextures.find(Name);
if (Iterator == FTextures.end())
return NULL;
else
return Iterator->second;
}
//----------------------------------------------------------------------------------------------------------------------
// Creates a new texture entry and adds the entry to the texture list.
// No image data is loaded yet. This will happen when the texture is used the first time.
void CTextureManager::CreateTextureEntry(const string& Filename, const string& ID, const string& WrapH, const string& WrapV,
const string& MinificationFilterStr, const string& MagnificationFilterStr,
int Dimensions, const string& Mode)
{
// These both constants are only available with OpenGL 1.2 or up and are not defined in the standard gl.h header file.
#define GL_CLAMP_TO_BORDER 0x812D
#define GL_CLAMP_TO_EDGE 0x812F
static stdext::hash_map<string, GLenum> Mapper;
stdext::hash_map<string, GLenum>::const_iterator Iterator;
// Fill our lookup table first if not yet done.
if (Mapper.size() == 0)
{
Mapper["clamp"] = GL_CLAMP;
Mapper["clamp-to-border"] = GL_CLAMP_TO_BORDER;
Mapper["clamp-to-edge"] = GL_CLAMP_TO_EDGE;
Mapper["repeat"] = GL_REPEAT;
Mapper["nearest"] = GL_NEAREST;
Mapper["linear"] = GL_LINEAR;
Mapper["nearest-mipmap-nearest"] = GL_NEAREST_MIPMAP_NEAREST;
Mapper["linear-mipmap-nearest"] = GL_LINEAR_MIPMAP_NEAREST;
Mapper["nearest-mipmap-linear"] = GL_NEAREST_MIPMAP_LINEAR;
Mapper["linear-mipmap-linear"] = GL_LINEAR_MIPMAP_LINEAR;
Mapper["decal"] = GL_DECAL;
Mapper["modulate"] = GL_MODULATE;
Mapper["blend"] = GL_BLEND;
Mapper["replace"] = GL_REPLACE;
};
GLenum WrapModeS = GL_CLAMP;
Iterator = Mapper.find(WrapH);
if (Iterator != Mapper.end())
WrapModeS = Iterator->second;
GLenum WrapModeT = GL_CLAMP;
Iterator = Mapper.find(WrapV);
if (Iterator != Mapper.end())
WrapModeT = Iterator->second;
GLenum MinFilter = GL_NEAREST;
Iterator = Mapper.find(MinificationFilterStr);
if (Iterator != Mapper.end())
MinFilter = Iterator->second;
GLenum MagFilter = GL_NEAREST;
Iterator = Mapper.find(MagnificationFilterStr);
if (Iterator != Mapper.end())
MagFilter = Iterator->second;
GLenum TextureMode = GL_DECAL;
Iterator = Mapper.find(Mode);
if (Iterator != Mapper.end())
TextureMode = Iterator->second;
FTextures[ID] = new CGCTexture(this, Filename, ID, WrapModeS, WrapModeT, MinFilter, MagFilter, Dimensions, TextureMode);
}
//----------------------------------------------------------------------------------------------------------------------
void CTextureManager::ClearTextures(void)
{
for (CTextureIterator Iterator = FTextures.begin(); Iterator != FTextures.end(); Iterator++)
delete Iterator->second;
FTextures.clear();
}
//----------------------------------------------------------------------------------------------------------------------
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