1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382
|
/*
* Modification History
*
* 2000-December-19 Jason Rohrer
* Created.
*
* 2001-January-19 Jason Rohrer
* Added support for multi-texturing. Now a TextureGL no longer has
* an overall width and height (each layer can have a different size).
* Also, a TextureGL no longer has an overall ID.
* Got rid of an old, commented-out interface in the process.
* Changed how multi-textures are blended. Settled on using MODULATE
* for all layers of the texture, since nothing else produces results
* that are compatible with vertex lighting.
*
* 2001-January-30 Jason Rohrer
* Changed to check for GL version 1.2 before using 1.2 features.
* Now we assume multi-texture is defined (because of the availability
* of glext), but we check that it is supported at runtime.
* Moved enable() below ARB function name definitions.
*
* 2001-January-31 Jason Rohrer
* Fixed even more compile bugs. There's no need to do a multitexture
* bind when setting texture data.
* Removed extra checks for unneeded extensions, and fixed more compile bugs.
* Fixed a bug in initMultitexture().
* Fixed a bug in disable().
*/
#ifndef TEXTURE_GL_INCLUDED
#define TEXTURE_GL_INCLUDED
#include <GL/gl.h>
#include <stdio.h>
#include <string.h>
// try and include extensions if multitexture isn't
// built-in to gl.h
#ifndef GL_ARB_multitexture
#include <GL/glext.h>
#endif
/**
* OpenGL 32-bit multi-layered texture map.
*
* @author Jason Rohrer
*/
class TextureGL {
public:
/**
* Constructs a texture map.
*
* @param inNumLayers the number of multi-texture layers
* in this texture. Currently supports a value in range [1:8].
*/
TextureGL( int inNumLayers );
/**
* The OpenGL texture is deleted when the TextureGL object is
* destroyed.
*/
~TextureGL();
/**
* Sets the data for a layer of this texture.
*
* Blocks of 4 characters specify each pixel, and each
* block must be ordered as RGBA.
*
* Note that width and height must each be powers of 2 and
* not larger than 256 (for 3DFX compatability). Additionally,
* for 3DFX compatability, the aspect ratio should not exceed 8:1.
*
* @param inLayer the multi-texture layer to set the data to.
* @param inData a character array containing the color and alpha
* components for this texture. All data is copied internally.
* @param inWide width of the map in 4-byte blocks.
* @param inHigh height of the map.
*/
void setTextureData( int inLayer, unsigned char *inData,
int inWide, int inHigh );
/**
* Gets the number of layers in this multi-texture.
*
* @return the number of layers in this multi-texture.
*/
int getNumLayers();
/**
* Enables this texture and all of its layers.
*
* Note that this function only makes sense when
* isMultitexturingSupported() returns true.
* Otherwise, it is equivalent
* to calling enable( 0 ).
*/
void enable();
/**
* Enables a particular texture layer.
*
* @param inLayerNumber the layer to enable.
*/
void enable( int inLayerNumber );
/**
* Disables this texture and all of its layers.
*/
void disable();
/**
* Gets whether multitexturing is supported by the loaded
* GL implementation.
*
* @return true if multitexturing is supported.
*/
static char isMultiTexturingSupported();
static GLenum sMultiTextureEnum[8];
private:
static int sNextFreeTextureID;
int mNumLayers;
unsigned int *mTextureID;
static const int MAX_NUM_LAYERS = 8;
static char sMultiTexturingSupported;
// a static initializer function
static void staticInit();
static char sBeenInited;
};
// initialize static members
int TextureGL::sNextFreeTextureID = 13;
char TextureGL::sBeenInited = false;
char TextureGL::sMultiTexturingSupported = false;
GLenum TextureGL::sMultiTextureEnum[MAX_NUM_LAYERS] = {
GL_TEXTURE0_ARB, GL_TEXTURE1_ARB, GL_TEXTURE2_ARB, GL_TEXTURE3_ARB,
GL_TEXTURE4_ARB, GL_TEXTURE5_ARB, GL_TEXTURE6_ARB, GL_TEXTURE7_ARB };
inline TextureGL::TextureGL( int inNumLayers )
: mNumLayers( inNumLayers ),
mTextureID( new unsigned int[inNumLayers] ) {
if( !sBeenInited ) {
// call static initializer function
TextureGL::staticInit();
}
if( inNumLayers > MAX_NUM_LAYERS ) {
printf( "TextureGL only supports 8 multi-texture layers.\n" );
printf( "The following number of layers is out of range: %d\n",
inNumLayers );
}
for( int i=0; i<mNumLayers; i++ ) {
mTextureID[i] = sNextFreeTextureID++;
}
}
inline TextureGL::~TextureGL() {
for( int i=0; i<mNumLayers; i++ ) {
glDeleteTextures( 1, &( mTextureID[i] ) );
}
delete [] mTextureID;
}
inline int TextureGL::getNumLayers() {
return mNumLayers;
}
inline char TextureGL::isMultiTexturingSupported() {
return sMultiTexturingSupported;
}
inline void TextureGL::enable( int inLayerNumber ) {
glBindTexture( GL_TEXTURE_2D, mTextureID[inLayerNumber] );
glEnable( GL_TEXTURE_2D );
int error = glGetError();
if( error != GL_NO_ERROR ) { // error
printf( "Error binding texture, %d\n", error );
}
}
inline void TextureGL::setTextureData( int inLayer, unsigned char *inData,
int inWide, int inHigh ) {
GLenum texFormat = GL_RGBA;
glBindTexture( GL_TEXTURE_2D, mTextureID[inLayer] );
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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 );
// for now, use the modulate function for all layers and see
// how it looks.
//if( inLayer == 0 ) {
// use modulation function for the first layer
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// }
//else {
// use decal function for the remaining layers
// glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
// }
glTexImage2D( GL_TEXTURE_2D, 0,
texFormat, inWide, inHigh, 0,
texFormat, GL_UNSIGNED_BYTE, inData );
}
#ifdef GL_VERSION_1_2
// if we're not using multitexture as an extension,
// our static initializer doesn't need to do anything
inline void TextureGL::staticInit() {
// assume it's supported if we're in GL 1.2
sMultiTexturingSupported = true;
sBeenInited = true;
}
#endif
// if we're using multitexture as an extension
#ifndef GL_VERSION_1_2
// copied from the following source
// last seen at htt://nehe.gamedev.net
/* This Code Was Created by Jens Schneider (WizardSoft) 2000
* Lesson22 to the series of OpenGL tutorials by NeHe-Production
*/
PFNGLMULTITEXCOORD1FARBPROC glMultiTexCoord1fARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3fARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC glMultiTexCoord4fARB = NULL;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB= NULL;
// Always Check For Extension-Availability During Run-Time!
// Here We Go!
inline char isInString(char *string, const char *search) {
int pos=0;
int maxpos=strlen(search)-1;
int len=strlen(string);
char *other;
for (int i=0; i<len; i++) {
if ((i==0) || ((i>1) && string[i-1]=='\n')) { // New Extension Begins Here!
other=&string[i];
pos=0; // Begin New Search
while (string[i]!='\n') { // Search Whole Extension-String
if (string[i]==search[pos]) pos++; // Next Position
if ((pos>maxpos) && string[i+1]=='\n') return true; // We Have A Winner!
i++;
}
}
}
return false; // Sorry, Not Found!
}
// isMultitextureSupported() Checks At Run-Time If Multitexturing Is Supported
inline char initMultitexture(void) {
char *extString = (char *)glGetString( GL_EXTENSIONS ); // Fetch Extension String
int len = strlen( extString );
// allow for end of string character
char *extensions = new char[ len + 1 ];
strcpy( extensions, extString );
for (int i=0; i<len; i++) // Separate It By Newline Instead Of Blank
if (extensions[i]==' ') extensions[i]='\n';
if (isInString(extensions,"GL_ARB_multitexture") ) // Is Multitexturing Supported?
{
//glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB,&maxTexelUnits);
glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC) wglGetProcAddress("glMultiTexCoord1fARB");
glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC) wglGetProcAddress("glMultiTexCoord2fARB");
glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC) wglGetProcAddress("glMultiTexCoord3fARB");
glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC) wglGetProcAddress("glMultiTexCoord4fARB");
glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress("glActiveTextureARB");
glClientActiveTextureARB= (PFNGLCLIENTACTIVETEXTUREARBPROC) wglGetProcAddress("glClientActiveTextureARB");
return true;
}
return false;
}
// end copied code
inline void TextureGL::staticInit() {
// our static init should find out if multi-texture is really
// available
sMultiTexturingSupported = initMultitexture();
sBeenInited = true;
}
#endif
inline void TextureGL::enable() {
if( sMultiTexturingSupported ) {
for( int i=0; i<mNumLayers; i++ ) {
glActiveTextureARB( sMultiTextureEnum[i] );
glBindTexture( GL_TEXTURE_2D, mTextureID[i] );
glEnable( GL_TEXTURE_2D );
}
int error = glGetError();
if( error != GL_NO_ERROR ) { // error
printf( "Error binding texture, %d\n", error );
}
}
else {
// default behavior if multitexturing not supported
enable( 0 );
}
}
inline void TextureGL::disable() {
if( sMultiTexturingSupported ) {
for( int i=0; i<mNumLayers; i++ ) {
glActiveTextureARB( sMultiTextureEnum[i] );
glDisable( GL_TEXTURE_2D );
}
}
else {
glDisable( GL_TEXTURE_2D );
}
}
#endif
|