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source: orxonox.OLD/branches/volumetric_fog/src/lib/graphics/importer/texture.cc @ 10764

Last change on this file since 10764 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 10.0 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
18#include "texture.h"
19
20#include "debug.h"
21#include "compiler.h"
22
23#ifdef HAVE_SDL_SDL_H
24#include <SDL/SDL_image.h>
25#include <SDL/SDL_endian.h>
26#include <SDL/SDL_byteorder.h>
27#else
28#include <SDL_endian.h>
29#include <SDL_image.h>
30#include <SDL_byteorder.h>
31#endif
32#if SDL_BYTEORDER == SDL_BIG_ENDIAN
33/*
34 * On the BIG_ENDIAN architecture, the 24 and 32bit bitmaps have
35 * different masks. If you don't do this distinction properly,
36 * you will get weird-looking textures.
37 */
38Uint32 alphaMask[] = {
39                       0xFF000000,
40                       0x00FF0000,
41                       0x0000FF00,
42                       0x000000FF,
43                     };
44
45Uint32 opaqueMask[] = {
46                        0x00FF0000,
47                        0x0000FF00,
48                        0x000000FF,
49                        0xFF000000
50                      };
51#else
52/*
53* On the LIL_ENDIAN architecture everything is fine and easy. The 24
54* and 32bit bitmaps have the same masks.
55*/
56Uint32 alphaMask[] = {
57                       0x000000FF,
58                       0x0000FF00,
59                       0x00FF0000,
60                       0xFF000000,
61                     };
62
63Uint32 *opaqueMask = alphaMask;
64#endif
65
66ObjectListDefinition(Texture);
67
68/**
69 * @brief creates an Empty Texture,
70 *
71 * onto this Texture you can load non-empty textures with the =
72 * operator.
73 */
74Texture::Texture()
75{
76  this->init();
77}
78
79/**
80 * @brief Creates a Texture from another Texture (copy Constructor)
81 * @param texture the Texture to copy.
82 *
83 * @note only the Data-Pointer will be shared.
84 */
85Texture::Texture(const Texture& texture)
86    : data(texture.data)
87{
88  this->registerObject(this, Texture::_objectList);
89  this->priority = 0.5;
90}
91
92/**
93 * @brief Creates a new empty Texture with the below properties.
94 * @param target: the GL-Target.
95 * @param width: the Width of the Texture.
96 * @param height: The Hight of the Texture.
97 * @param channels: also known as BitsPerPixel.
98 * @param type the Type of Texture.
99 */
100Texture::Texture(GLenum target, unsigned int width, unsigned int height, unsigned int channels, GLenum type)
101{
102  this->init();
103
104  SDL_Surface * surface = SDL_CreateRGBSurface(SDL_HWSURFACE, width, height, channels,
105                          alphaMask[0], alphaMask[1], alphaMask[2], alphaMask[3]);
106
107  if(surface != NULL)
108  {
109    this->data->loadSurface(surface, target);
110    SDL_FreeSurface(surface);
111  }
112}
113
114/**
115 * @brief Constructor for a Texture
116 * @param imageName: the Name of the Texutre (FileName)
117 * @param target: the GL-Target to load the Texture to.
118 */
119Texture::Texture(const std::string& imageName, GLenum target)
120{
121  this->init();
122
123  if (!imageName.empty())
124  {
125    this->setName(imageName);
126    this->loadImage(imageName, target);
127  }
128}
129
130
131/**
132 * @brief creates a Texture out of a SDL_Surface.
133 * @param surface: the Surface to load.
134 * @param target: the GL-Target to load this to.
135 */
136Texture::Texture(SDL_Surface* surface, GLenum target)
137{
138  this->init();
139
140  if(surface != NULL)
141  {
142    this->data->loadSurface(surface, target);
143  }
144}
145
146/**
147 * @brief Initializes the Texture.
148 */
149void Texture::init()
150{
151  this->registerObject(this, Texture::_objectList);
152
153  this->data = TextureData::Pointer(new TextureData());
154
155  this->priority = 0.5;
156}
157
158/**
159 * @brief Destructor of a Texture
160 *
161 * Frees Data, and deletes the textures from GL
162 */
163Texture::~Texture()
164{}
165
166/**
167 * @brief copies the Data from texture to this texture.
168 * @param texture the Texture to copy into this one.
169 * @returns the Texture.
170 */
171Texture& Texture::operator=(const Texture& texture)
172{
173  this->data = texture.data;
174
175  return *this;
176}
177
178Texture& Texture::operator=(const TextureData::Pointer& textureDataPointer)
179{
180  this->data = textureDataPointer;
181  return *this;
182}
183
184
185/**
186 * @brief loads an Image from a file to a Texture
187 * @param imageName The image to load
188*/
189bool Texture::loadImage(const std::string& imageName, GLenum target)
190{
191  if (Texture::texturesEnabled)
192  {
193    if (!imageName.empty())
194    {
195      SDL_Surface* tmpSurf;
196
197      // load the new Image to memory
198      tmpSurf = IMG_Load(imageName.c_str());
199      if(tmpSurf != NULL)
200      {
201        this->data->loadSurface(tmpSurf, target);
202        SDL_FreeSurface(tmpSurf);
203        return true;
204      }
205      else
206      {
207        PRINTF(1)("IMG_Load: %s\n", IMG_GetError());
208        this->setTexture(0);
209        return false;
210      }
211    }
212    else
213    {
214      PRINTF(2)("Image-Name not specified\n");
215      return false;
216    }
217  }
218  return false;
219}
220
221/**
222 * @brief rebuilds the texture.
223 *
224 * reloads the Texture from Memory to OpenGL.
225 */
226bool Texture::rebuild()
227{
228  this->data->setTexture(0);
229
230  if (this->data->getStoredImage() != NULL)
231  {
232    PRINTF(3)("Reloading Texture of %s '%s'\n", this->getClassCName(), this->getCName());
233    this->setTexture(Texture::loadTexToGL(this->data->getStoredImage()));
234  }
235  return true;
236}
237
238bool Texture::texturesEnabled = true;
239
240/**
241 * @brief enables, disables textures
242 * @param texturesEnabled true if the textures should be enabled
243 */
244void Texture::setTextureEnableState(bool texturesEnabled)
245{
246  Texture::texturesEnabled = texturesEnabled;
247}
248
249
250//////////////////////////////////////
251// UTILITY FUNCTIONALITY OF TEXTURE //
252//////////////////////////////////////
253/**
254 * @brief converts surface to a new SDL_Surface, that is loadable by openGL
255 * @param surface the Surface to convert
256 * @param hasAlpha if the newly created Surface has an alpha channel, true is returned otherwise false.
257 * @returns a !!new!! Surface, that is loadable by openGL.
258 */
259SDL_Surface* Texture::prepareSurface(SDL_Surface* surface, bool& hasAlpha)
260{
261  assert(surface != NULL);
262  PRINTF(4)("Loading texture to OpenGL-Environment.\n");
263
264  SDL_Surface* retSurface;
265  SDL_Rect area;
266  Uint32 saved_flags;
267  Uint8  saved_alpha;
268  hasAlpha = false;
269  int pixelDepth = 24;
270
271  Uint32* mask = opaqueMask;
272
273  /* Save the alpha blending attributes */
274  saved_flags = surface->flags&(SDL_SRCALPHA | SDL_RLEACCELOK);
275  saved_alpha = surface->format->alpha;
276  if ( saved_flags & SDL_SRCALPHA )
277  {
278    SDL_SetAlpha(surface, 0, 0);
279    hasAlpha = true;
280    pixelDepth = 32;
281    mask = alphaMask;
282  }
283
284  retSurface = SDL_CreateRGBSurface(SDL_HWSURFACE,
285                                    surface->w, surface->h,
286                                    pixelDepth,
287                                    mask[0], mask[1], mask[2], mask[3] );
288  if ( retSurface == NULL )
289    return NULL;
290
291  /* Copy the surface into the GL texture this->data->getStoredImage() */
292  area.x = 0;
293  area.y = 0;
294  area.w = surface->w;
295  area.h = surface->h;
296  SDL_BlitSurface(surface, &area, retSurface, &area);
297
298  /* Restore the alpha blending attributes */
299  if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA )
300  {
301    SDL_SetAlpha(surface, saved_flags | SDL_OPENGL, saved_alpha);
302    hasAlpha = true;
303  }
304
305  return (retSurface);
306}
307
308
309/**
310 * @brief Loads a Texture to the openGL-environment.
311 * @param surface the Image to load to openGL
312 * @returns The ID of the texture.
313 */
314GLuint Texture::loadTexToGL (const SDL_Surface* surface, GLenum target)
315{
316  //   if (this->data->getTexture() != 0 && glIsTexture(this->data->getTexture()))
317  //     glDeleteTextures(1, &this->data->getTexture());
318  //   this->data->getTexture() = 0;
319  assert(surface != NULL);
320
321  int      errorCode = 0;           //!< the error code for the texture loading functions
322  GLuint   texture = 0;             //!< the OpenGL texture handle
323  //int      mipmapLevel = 0;         //!< the maximum mipmap level for this texture
324  //int      mipmapWidth = 0;         //!< the width of the mipmap
325  //int      mipmapHight = 0;         //!< the height of the mipmap
326  GLenum   format = GL_RGB;
327  if (surface->format->BitsPerPixel == 32)
328  {
329    format = GL_RGBA;
330    assert(surface->format->BitsPerPixel == 32);
331  }
332  else
333  {
334    assert(surface->format->BitsPerPixel == 24);
335  }
336
337  /* Create an OpenGL texture for the this->data->getStoredImage() */
338  Texture::generateTexture(texture, target);
339
340  //   glTexImage2D(target,  0,  format,
341  //                surface->w,  surface->h,
342  //                0, format,  GL_UNSIGNED_BYTE,
343  //                surface->pixels);
344
345  ///  glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
346  ///  glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
347
348  /// TODO CHECK THIS BACK in
349  //glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_PRIORITY, this->priority);
350
351  /* build the Texture  OpenGL V >= 1.1 */
352
353  //  printf("%s, w:%d h:%d, 0x%x\n", this->getName(), surface->w, surface->h, target);
354
355  /* control the mipmap levels */
356  glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MIN_LOD, 5);
357  glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MAX_LOD, 0);
358
359  // build the MipMaps automaticaly
360  errorCode = gluBuild2DMipmaps(target, format,
361                                surface->w,  surface->h,
362                                format,  GL_UNSIGNED_BYTE,
363                                surface->pixels
364                               );
365  if(unlikely(errorCode != 0))
366    PRINTF(1)("Error while loading texture (mipmap generation), gluBuild2DMipmaps returned %i\n", errorCode);
367
368  return texture;
369}
370
371/**
372 * @brief creates a new Texture.
373 * @param texture: the Texture is loaded here (should be 0 and will be set to the Value of the New Texture.)
374 * @param target: The GL-Target to generate the texture on.
375 *
376 * @note this is the real GL-texture-creat-wrapper, where the Texture is Created
377 */
378void Texture::generateTexture(GLuint& texture, GLenum target)
379{
380  if (texture == 0 && !glIsTexture(texture))
381  {
382    glGenTextures(1, &texture);
383  }
384  glBindTexture(target, texture);
385
386  glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
387  glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
388
389  glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
390  glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
391
392}
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