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source: orxonox.OLD/trunk/src/lib/graphics/importer/texture.cc @ 8373

Last change on this file since 8373 was 8366, checked in by bensch, 18 years ago

orxonox/trunk: some doxytags in Texture.

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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"
[6139]21#include "compiler.h"
[3622]22
[8293]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>
[4357]29#include <SDL_image.h>
[8293]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
[8316]35 * different masks. If you don't do this distinction properly,
[8293]36 * you will get weird-looking textures.
37 */
38Uint32 alphaMask[] = {
[8363]39                       0xFF000000,
40                       0x00FF0000,
41                       0x0000FF00,
42                       0x000000FF,
43                     };
[8293]44
45Uint32 opaqueMask[] = {
[8363]46                        0x00FF0000,
47                        0x0000FF00,
48                        0x000000FF,
49                        0xFF000000
50                      };
[4662]51#else
[8293]52/*
[8363]53* On the LIL_ENDIAN architecture everything is fine and easy. The 24
54* and 32bit bitmaps have the same masks.
55*/
[8293]56Uint32 alphaMask[] = {
[8363]57                       0x000000FF,
58                       0x0000FF00,
59                       0x00FF0000,
60                       0xFF000000,
61                     };
[8293]62
63Uint32 *opaqueMask = alphaMask;
[4662]64#endif
[4357]65
[5754]66
[7785]67
68/**
[8363]69 * @brief creates an Empty Texture,
[7785]70 *
[8363]71 * onto this Texture you can load non-empty textures with the =
72 * operator.
[7785]73 */
[8363]74Texture::Texture()
[7785]75{
[8363]76  this->init();
[7785]77}
78
79/**
[8363]80 * @brief Creates a Texture from another Texture (copy Constructor)
81 * @param texture the Texture to copy.
[7785]82 *
[8363]83 * @note only the Data-Pointer will be shared.
[7785]84 */
[7788]85Texture::Texture(const Texture& texture)
[8363]86    : data(texture.data)
[7788]87{
88  this->setClassID(CL_TEXTURE, "Texture");
89  this->priority = 0.5;
90}
[7785]91
[8363]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 */
[8312]100Texture::Texture(GLenum target, unsigned int width, unsigned int height, unsigned int channels, GLenum type)
[7785]101{
102  this->init();
[8312]103
[8363]104  SDL_Surface * surface = SDL_CreateRGBSurface(SDL_HWSURFACE, width, height, channels,
105                          alphaMask[0], alphaMask[1], alphaMask[2], alphaMask[3]);
[8312]106
[8363]107  if(surface != NULL)
108  {
109    this->data->loadSurface(surface, target);
110    SDL_FreeSurface(surface);
111  }
[7785]112}
113
114/**
[8366]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.
[7785]118 */
119Texture::Texture(const std::string& imageName, GLenum target)
120{
121  this->init();
122
[7221]123  if (!imageName.empty())
[5769]124  {
125    this->setName(imageName);
[6465]126    this->loadImage(imageName, target);
[5769]127  }
[4662]128}
[3655]129
[5863]130
[8366]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 */
[7785]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
[8366]146/**
147 * @brief Initializes the Texture.
148 */
[7785]149void Texture::init()
150{
151  this->setClassID(CL_TEXTURE, "Texture");
152
153  this->data = CountPointer<TextureData>(new TextureData());
154
155  this->priority = 0.5;
156}
157
[3655]158/**
[7727]159 * @brief Destructor of a Texture
160 *
161 * Frees Data, and deletes the textures from GL
162 */
[4746]163Texture::~Texture()
[8363]164{}
[3344]165
[5863]166
[3863]167/**
[7727]168 * @brief loads an Image from a file to a Texture
[4836]169 * @param imageName The image to load
[3863]170*/
[7221]171bool Texture::loadImage(const std::string& imageName, GLenum target)
[3341]172{
[5858]173  if (Texture::texturesEnabled)
[6859]174  {
[7221]175    if (!imageName.empty())
[6859]176    {
177      SDL_Surface* tmpSurf;
[7785]178
[6859]179      // load the new Image to memory
[7221]180      tmpSurf = IMG_Load(imageName.c_str());
[6859]181      if(tmpSurf != NULL)
182      {
[7785]183        this->data->loadSurface(tmpSurf, target);
[6859]184        SDL_FreeSurface(tmpSurf);
185        return true;
186      }
[3622]187      else
[6859]188      {
189        PRINTF(1)("IMG_Load: %s\n", IMG_GetError());
[7785]190        this->setTexture(0);
[6859]191        return false;
192      }
[3341]193    }
[6859]194    else
195    {
196      PRINTF(2)("Image-Name not specified\n");
197      return false;
198    }
199  }
[5754]200  return false;
[3341]201}
[5753]202
[5863]203/**
[7727]204 * @brief rebuilds the texture.
205 *
[5863]206 * reloads the Texture from Memory to OpenGL.
207 */
[5755]208bool Texture::rebuild()
[5754]209{
[7785]210  this->data->setTexture(0);
[5754]211
[7785]212  if (this->data->getStoredImage() != NULL)
[6859]213  {
214    PRINTF(3)("Reloading Texture of %s '%s'\n", this->getClassName(), this->getName());
[7785]215    this->setTexture(Texture::loadTexToGL(this->data->getStoredImage()));
[6859]216  }
[8145]217  return true;
[5863]218}
[5768]219
[5863]220bool Texture::texturesEnabled = true;
221
[5754]222/**
[7727]223 * @brief enables, disables textures
[5863]224 * @param texturesEnabled true if the textures should be enabled
225 */
226void Texture::setTextureEnableState(bool texturesEnabled)
227{
228  Texture::texturesEnabled = texturesEnabled;
229}
230
231
232//////////////////////////////////////
233// UTILITY FUNCTIONALITY OF TEXTURE //
234//////////////////////////////////////
235/**
[7727]236 * @brief converts surface to a new SDL_Surface, that is loadable by openGL
[5754]237 * @param surface the Surface to convert
[5859]238 * @param hasAlpha if the newly created Surface has an alpha channel, true is returned otherwise false.
[5754]239 * @returns a !!new!! Surface, that is loadable by openGL.
240 */
[7785]241SDL_Surface* Texture::prepareSurface(SDL_Surface* surface, bool& hasAlpha)
[5753]242{
[7727]243  assert(surface != NULL);
[5753]244  PRINTF(4)("Loading texture to OpenGL-Environment.\n");
[5768]245
[5859]246  SDL_Surface* retSurface;
[5753]247  SDL_Rect area;
248  Uint32 saved_flags;
249  Uint8  saved_alpha;
[5859]250  hasAlpha = false;
[7727]251  int pixelDepth = 24;
252
[8363]253  Uint32* mask = opaqueMask;
[8316]254
[7727]255  /* Save the alpha blending attributes */
256  saved_flags = surface->flags&(SDL_SRCALPHA | SDL_RLEACCELOK);
257  saved_alpha = surface->format->alpha;
[8293]258  if ( saved_flags & SDL_SRCALPHA )
[7727]259  {
260    SDL_SetAlpha(surface, 0, 0);
261    hasAlpha = true;
262    pixelDepth = 32;
[8363]263    mask = alphaMask;
[7727]264  }
[8316]265
[7727]266  retSurface = SDL_CreateRGBSurface(SDL_HWSURFACE,
[5863]267                                    surface->w, surface->h,
[7727]268                                    pixelDepth,
[8363]269                                    mask[0], mask[1], mask[2], mask[3] );
[5859]270  if ( retSurface == NULL )
271    return NULL;
[5768]272
[7785]273  /* Copy the surface into the GL texture this->data->getStoredImage() */
[5753]274  area.x = 0;
275  area.y = 0;
276  area.w = surface->w;
277  area.h = surface->h;
[5859]278  SDL_BlitSurface(surface, &area, retSurface, &area);
[5768]279
[5753]280  /* Restore the alpha blending attributes */
[5768]281  if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA )
282  {
283    SDL_SetAlpha(surface, saved_flags | SDL_OPENGL, saved_alpha);
[5859]284    hasAlpha = true;
[5768]285  }
286
[5859]287  return (retSurface);
[5753]288}
289
290
291/**
[7727]292 * @brief Loads a Texture to the openGL-environment.
[5753]293 * @param surface the Image to load to openGL
294 * @returns The ID of the texture.
295 */
[7785]296GLuint Texture::loadTexToGL (const SDL_Surface* surface, GLenum target)
[5753]297{
[7785]298  //   if (this->data->getTexture() != 0 && glIsTexture(this->data->getTexture()))
299  //     glDeleteTextures(1, &this->data->getTexture());
300  //   this->data->getTexture() = 0;
[7727]301  assert(surface != NULL);
[5768]302
[6139]303  int      errorCode = 0;           //!< the error code for the texture loading functions
[7785]304  GLuint   texture = 0;             //!< the OpenGL texture handle
[8316]305  //int      mipmapLevel = 0;         //!< the maximum mipmap level for this texture
306  //int      mipmapWidth = 0;         //!< the width of the mipmap
307  //int      mipmapHight = 0;         //!< the height of the mipmap
[7727]308  GLenum   format = GL_RGB;
[7785]309  if (surface->format->BitsPerPixel == 32)
[7727]310  {
311    format = GL_RGBA;
312    assert(surface->format->BitsPerPixel == 32);
313  }
314  else
315  {
316    assert(surface->format->BitsPerPixel == 24);
317  }
[5856]318
[7785]319  /* Create an OpenGL texture for the this->data->getStoredImage() */
320  Texture::generateTexture(texture, target);
[6139]321
[8363]322  //   glTexImage2D(target,  0,  format,
323  //                surface->w,  surface->h,
324  //                0, format,  GL_UNSIGNED_BYTE,
325  //                surface->pixels);
[7727]326
[8363]327  ///  glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
328  ///  glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
[6634]329
[7785]330  /// TODO CHECK THIS BACK in
331  //glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_PRIORITY, this->priority);
[6165]332
[6139]333  /* build the Texture  OpenGL V >= 1.1 */
[7727]334
[6871]335  //  printf("%s, w:%d h:%d, 0x%x\n", this->getName(), surface->w, surface->h, target);
[6139]336
[8312]337  /* control the mipmap levels */
338  glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MIN_LOD, 5);
339  glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MAX_LOD, 0);
340
[6139]341  // build the MipMaps automaticaly
[7727]342  errorCode = gluBuild2DMipmaps(target, format,
343                                surface->w,  surface->h,
344                                format,  GL_UNSIGNED_BYTE,
[6139]345                                surface->pixels
346                               );
347  if(unlikely(errorCode != 0))
[6165]348    PRINTF(1)("Error while loading texture (mipmap generation), gluBuild2DMipmaps returned %i\n", errorCode);
[6139]349
[5856]350  return texture;
[5753]351}
[6139]352
[8366]353/**
354 * @brief creates a new Texture.
355 * @param texture: the Texture is loaded here (should be 0 and will be set to the Value of the New Texture.)
356 * @param target: The GL-Target to generate the texture on.
357 *
358 * @note this is the real GL-texture-creat-wrapper, where the Texture is Created
359 */
[7785]360void Texture::generateTexture(GLuint& texture, GLenum target)
361{
362  if (texture == 0 && !glIsTexture(texture))
363  {
364    glGenTextures(1, &texture);
365  }
366  glBindTexture(target, texture);
367
368  glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
369  glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
370
371  glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
372  glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
373
374}
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