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source: orxonox.OLD/trunk/src/lib/graphics/importer/texture.cc @ 5754

Last change on this file since 5754 was 5754, checked in by bensch, 19 years ago

orxonox/trunk: Texture even better :)

File size: 4.7 KB
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[4662]1/*
[3341]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
[3590]16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
[3341]18#include "texture.h"
19
[4357]20#include "debug.h"
[3622]21#include "graphics_engine.h"
22
[4662]23#ifdef HAVE_SDL_IMAGE_H
[4357]24#include <SDL_image.h>
[4662]25#else
26#include <SDL/SDL_image.h>
27#endif
[4357]28
[3341]29/**
[4836]30 *  Constructor for a Texture
[3344]31*/
[3655]32Texture::Texture(const char* imageName)
33{
[5304]34  this->setClassID(CL_TEXTURE, "Texture");
[5306]35  this->setName(imageName);
[5304]36
[5212]37  this->bAlpha = false;
[3655]38  this->texture = 0;
[5753]39  this->image = NULL;
[5754]40
[5305]41  if (imageName != NULL)
[3905]42    this->loadImage(imageName);
[4662]43}
[3655]44
45/**
[4836]46 *  Destructor of a Texture
[4662]47
[3344]48   Frees Data, and deletes the textures from GL
49*/
[4746]50Texture::~Texture()
[3344]51{
[5211]52  if (this->texture != 0)
[3344]53    glDeleteTextures(1, &this->texture);
[5753]54  if (this->image != NULL)
55    SDL_FreeSurface(this->image);
[3344]56}
57
[3905]58
[3863]59/**
[4836]60 *  loads an Image from a file to a Texture
61 * @param imageName The image to load
[3863]62*/
[3655]63bool Texture::loadImage(const char* imageName)
[3341]64{
[3622]65  if (GraphicsEngine::texturesEnabled)
[3341]66    {
[5754]67      if (this->image != NULL)
68        {
69          SDL_FreeSurface(this->image);
70          this->image = NULL;
71        }
72      if (this->texture != 0)
73        {
74          glDeleteTextures(1, &this->texture);
75          this->texture = 0;
76        }
[5305]77      if (imageName != NULL)
[4662]78        {
79          SDL_Surface* tmpSurf;
80          if (this->texture)
81            glDeleteTextures(1, &this->texture);
82          // load the new Image to memory
83          tmpSurf = IMG_Load(imageName);
[5753]84          if(tmpSurf != NULL)
85          {
[5754]86            PRINTF(4)("loading Image %s\n", imageName);
[5753]87            this->image = this->prepareSurface(tmpSurf);
88            this->texture = loadTexToGL(this->image);
89            SDL_FreeSurface(tmpSurf);
90            return true;
91          }
92          else
[4662]93            {
94              PRINTF(1)("IMG_Load: %s\n", IMG_GetError());
[5305]95              this->texture = 0;
[4662]96              return false;
97            }
98        }
[3622]99      else
[4662]100        {
[5754]101          PRINTF(2)("Image-Name not specified\n");
[4662]102          return false;
103        }
[3341]104    }
[5754]105  return false;
[3341]106}
[5753]107
[5754]108bool Texture::reload()
109{
110  if (this->texture != 0)
111    {
112      glDeleteTextures(1,&this->texture);
113      this->texture = 0;
114    }
115
116  if (this->image != NULL)
117    this->texture = this->loadTexToGL(this->image);
118 
119}
120
121/**
122 * converts surface to a new SDL_Surface, that is loadable by openGL
123 * @param surface the Surface to convert
124 * @returns a !!new!! Surface, that is loadable by openGL.
125 */
[5753]126SDL_Surface* Texture::prepareSurface(SDL_Surface* surface)
127{
128  PRINTF(4)("Loading texture to OpenGL-Environment.\n");
129 
130  SDL_Surface *image;
131  SDL_Rect area;
132  Uint32 saved_flags;
133  Uint8  saved_alpha;
134 
135  image = SDL_CreateRGBSurface(SDL_SWSURFACE,
136                               surface->w, surface->h,
137                               32,
138#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
139                               0x000000FF,
140                               0x0000FF00,
141                               0x00FF0000,
142                               0xFF000000
143#else
144                               0xFF000000,
145                               0x00FF0000,
146                               0x0000FF00,
147                               0x000000FF
148#endif
149                               );
[5754]150  if ( image == NULL )
151    return NULL;
[5753]152 
153  /* Save the alpha blending attributes */
154  saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
155  saved_alpha = surface->format->alpha;
156  if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
157    SDL_SetAlpha(surface, 0, 0);
158  }
159 
160  /* Copy the surface into the GL texture image */
161  area.x = 0;
162  area.y = 0;
163  area.w = surface->w;
164  area.h = surface->h;
165  SDL_BlitSurface(surface, &area, image, &area);
166 
167  /* Restore the alpha blending attributes */
168  if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) 
169    {
170      SDL_SetAlpha(surface, saved_flags | SDL_OPENGL, saved_alpha);
171      this->bAlpha = true;
172    }
173  return image;
174}
175
176
177/**
178 *  Loads a Texture to the openGL-environment.
179 * @param surface the Image to load to openGL
180 * @returns The ID of the texture.
181 */
182GLuint Texture::loadTexToGL (SDL_Surface* surface) const
183{
184  GLuint texture = 0;
185  /* Create an OpenGL texture for the image */
186  glGenTextures(1, &texture);
187  glBindTexture(GL_TEXTURE_2D, texture);
188  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
189  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
190  // build the Texture
191  glTexImage2D(GL_TEXTURE_2D,
192               0,
193               GL_RGBA,
194               surface->w, surface->h,
195               0,
196               GL_RGBA,
197               GL_UNSIGNED_BYTE,
198               surface->pixels);
199  // build the MipMaps
200  gluBuild2DMipmaps(GL_TEXTURE_2D,
201                    GL_RGBA,
202                    surface->w,
203                    surface->h,
204                    GL_RGBA,
205                    GL_UNSIGNED_BYTE,
206                    surface->pixels);
207  glBindTexture(GL_TEXTURE_2D, 0);
208  return texture;
209}
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