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source: orxonox.OLD/trunk/src/lib/graphics/importer/texture.cc @ 9940

Last change on this file since 9940 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
RevLine 
[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
[9869]66ObjectListDefinition(Texture);
[5754]67
[7785]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{
[9869]88  this->registerObject(this, Texture::_objectList);
[7788]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{
[9869]151  this->registerObject(this, Texture::_objectList);
[7785]152
[9869]153  this->data = TextureData::Pointer(new TextureData());
[7785]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
[8376]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;
[5863]174
[8376]175  return *this;
176}
177
[9869]178Texture& Texture::operator=(const TextureData::Pointer& textureDataPointer)
[8761]179{
180  this->data = textureDataPointer;
181  return *this;
182}
[8376]183
[8761]184
[3863]185/**
[7727]186 * @brief loads an Image from a file to a Texture
[4836]187 * @param imageName The image to load
[3863]188*/
[7221]189bool Texture::loadImage(const std::string& imageName, GLenum target)
[3341]190{
[5858]191  if (Texture::texturesEnabled)
[6859]192  {
[7221]193    if (!imageName.empty())
[6859]194    {
195      SDL_Surface* tmpSurf;
[7785]196
[6859]197      // load the new Image to memory
[7221]198      tmpSurf = IMG_Load(imageName.c_str());
[6859]199      if(tmpSurf != NULL)
200      {
[7785]201        this->data->loadSurface(tmpSurf, target);
[6859]202        SDL_FreeSurface(tmpSurf);
203        return true;
204      }
[3622]205      else
[6859]206      {
207        PRINTF(1)("IMG_Load: %s\n", IMG_GetError());
[7785]208        this->setTexture(0);
[6859]209        return false;
210      }
[3341]211    }
[6859]212    else
213    {
214      PRINTF(2)("Image-Name not specified\n");
215      return false;
216    }
217  }
[5754]218  return false;
[3341]219}
[5753]220
[5863]221/**
[7727]222 * @brief rebuilds the texture.
223 *
[5863]224 * reloads the Texture from Memory to OpenGL.
225 */
[5755]226bool Texture::rebuild()
[5754]227{
[7785]228  this->data->setTexture(0);
[5754]229
[7785]230  if (this->data->getStoredImage() != NULL)
[6859]231  {
[9406]232    PRINTF(3)("Reloading Texture of %s '%s'\n", this->getClassCName(), this->getCName());
[7785]233    this->setTexture(Texture::loadTexToGL(this->data->getStoredImage()));
[6859]234  }
[8145]235  return true;
[5863]236}
[5768]237
[5863]238bool Texture::texturesEnabled = true;
239
[5754]240/**
[7727]241 * @brief enables, disables textures
[5863]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/**
[7727]254 * @brief converts surface to a new SDL_Surface, that is loadable by openGL
[5754]255 * @param surface the Surface to convert
[5859]256 * @param hasAlpha if the newly created Surface has an alpha channel, true is returned otherwise false.
[5754]257 * @returns a !!new!! Surface, that is loadable by openGL.
258 */
[7785]259SDL_Surface* Texture::prepareSurface(SDL_Surface* surface, bool& hasAlpha)
[5753]260{
[7727]261  assert(surface != NULL);
[5753]262  PRINTF(4)("Loading texture to OpenGL-Environment.\n");
[5768]263
[5859]264  SDL_Surface* retSurface;
[5753]265  SDL_Rect area;
266  Uint32 saved_flags;
267  Uint8  saved_alpha;
[5859]268  hasAlpha = false;
[7727]269  int pixelDepth = 24;
270
[8363]271  Uint32* mask = opaqueMask;
[8316]272
[7727]273  /* Save the alpha blending attributes */
274  saved_flags = surface->flags&(SDL_SRCALPHA | SDL_RLEACCELOK);
275  saved_alpha = surface->format->alpha;
[8293]276  if ( saved_flags & SDL_SRCALPHA )
[7727]277  {
278    SDL_SetAlpha(surface, 0, 0);
279    hasAlpha = true;
280    pixelDepth = 32;
[8363]281    mask = alphaMask;
[7727]282  }
[8316]283
[7727]284  retSurface = SDL_CreateRGBSurface(SDL_HWSURFACE,
[5863]285                                    surface->w, surface->h,
[7727]286                                    pixelDepth,
[8363]287                                    mask[0], mask[1], mask[2], mask[3] );
[5859]288  if ( retSurface == NULL )
289    return NULL;
[5768]290
[7785]291  /* Copy the surface into the GL texture this->data->getStoredImage() */
[5753]292  area.x = 0;
293  area.y = 0;
294  area.w = surface->w;
295  area.h = surface->h;
[5859]296  SDL_BlitSurface(surface, &area, retSurface, &area);
[5768]297
[5753]298  /* Restore the alpha blending attributes */
[5768]299  if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA )
300  {
301    SDL_SetAlpha(surface, saved_flags | SDL_OPENGL, saved_alpha);
[5859]302    hasAlpha = true;
[5768]303  }
304
[5859]305  return (retSurface);
[5753]306}
307
308
309/**
[7727]310 * @brief Loads a Texture to the openGL-environment.
[5753]311 * @param surface the Image to load to openGL
312 * @returns The ID of the texture.
313 */
[7785]314GLuint Texture::loadTexToGL (const SDL_Surface* surface, GLenum target)
[5753]315{
[7785]316  //   if (this->data->getTexture() != 0 && glIsTexture(this->data->getTexture()))
317  //     glDeleteTextures(1, &this->data->getTexture());
318  //   this->data->getTexture() = 0;
[7727]319  assert(surface != NULL);
[5768]320
[6139]321  int      errorCode = 0;           //!< the error code for the texture loading functions
[7785]322  GLuint   texture = 0;             //!< the OpenGL texture handle
[8316]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
[7727]326  GLenum   format = GL_RGB;
[7785]327  if (surface->format->BitsPerPixel == 32)
[7727]328  {
329    format = GL_RGBA;
330    assert(surface->format->BitsPerPixel == 32);
331  }
332  else
333  {
334    assert(surface->format->BitsPerPixel == 24);
335  }
[5856]336
[7785]337  /* Create an OpenGL texture for the this->data->getStoredImage() */
338  Texture::generateTexture(texture, target);
[6139]339
[8363]340  //   glTexImage2D(target,  0,  format,
341  //                surface->w,  surface->h,
342  //                0, format,  GL_UNSIGNED_BYTE,
343  //                surface->pixels);
[7727]344
[8363]345  ///  glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
346  ///  glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
[6634]347
[7785]348  /// TODO CHECK THIS BACK in
349  //glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_PRIORITY, this->priority);
[6165]350
[6139]351  /* build the Texture  OpenGL V >= 1.1 */
[7727]352
[6871]353  //  printf("%s, w:%d h:%d, 0x%x\n", this->getName(), surface->w, surface->h, target);
[6139]354
[8312]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
[6139]359  // build the MipMaps automaticaly
[7727]360  errorCode = gluBuild2DMipmaps(target, format,
361                                surface->w,  surface->h,
362                                format,  GL_UNSIGNED_BYTE,
[6139]363                                surface->pixels
364                               );
365  if(unlikely(errorCode != 0))
[6165]366    PRINTF(1)("Error while loading texture (mipmap generation), gluBuild2DMipmaps returned %i\n", errorCode);
[6139]367
[5856]368  return texture;
[5753]369}
[6139]370
[8366]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 */
[7785]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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