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source: orxonox.OLD/trunk/src/lib/graphics/importer/texture.cc @ 5860

Last change on this file since 5860 was 5860, checked in by bensch, 18 years ago

orxonox/trunk: some initial work at MultiFrameTexture.cc

File size: 6.6 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
[5858]22// INCLUDING SDL_Image
[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");
35
[5212]36  this->bAlpha = false;
[3655]37  this->texture = 0;
[5753]38  this->image = NULL;
[5754]39
[5305]40  if (imageName != NULL)
[5769]41  {
42    this->setName(imageName);
[3905]43    this->loadImage(imageName);
[5769]44  }
[4662]45}
[3655]46
47/**
[4836]48 *  Destructor of a Texture
[4662]49
[3344]50   Frees Data, and deletes the textures from GL
51*/
[4746]52Texture::~Texture()
[3344]53{
[5211]54  if (this->texture != 0)
[3344]55    glDeleteTextures(1, &this->texture);
[5753]56  if (this->image != NULL)
57    SDL_FreeSurface(this->image);
[3344]58}
59
[3863]60/**
[4836]61 *  loads an Image from a file to a Texture
62 * @param imageName The image to load
[3863]63*/
[3655]64bool Texture::loadImage(const char* imageName)
[3341]65{
[5858]66  if (Texture::texturesEnabled)
[3341]67    {
[5754]68      if (this->image != NULL)
[5768]69        {
70          SDL_FreeSurface(this->image);
71          this->image = NULL;
72        }
[5754]73      if (this->texture != 0)
[5768]74        {
75          glDeleteTextures(1, &this->texture);
76          this->texture = 0;
77        }
[5305]78      if (imageName != NULL)
[4662]79        {
80          SDL_Surface* tmpSurf;
[5856]81          if (this->texture != 0 && glIsTexture(this->texture))
[4662]82            glDeleteTextures(1, &this->texture);
83          // load the new Image to memory
84          tmpSurf = IMG_Load(imageName);
[5753]85          if(tmpSurf != NULL)
86          {
[5754]87            PRINTF(4)("loading Image %s\n", imageName);
[5859]88            bool hasAlpha;
89            SDL_Surface* newSurf = this->prepareSurface(tmpSurf, hasAlpha);
90            if (newSurf != NULL)
91            {
92              this->setSurface(newSurf);
93              this->setAlpha(hasAlpha);
94              this->setTexture(Texture::loadTexToGL(newSurf));
95            }
[5856]96
[5753]97            SDL_FreeSurface(tmpSurf);
98            return true;
99          }
100          else
[4662]101            {
102              PRINTF(1)("IMG_Load: %s\n", IMG_GetError());
[5305]103              this->texture = 0;
[4662]104              return false;
105            }
106        }
[3622]107      else
[4662]108        {
[5768]109          PRINTF(2)("Image-Name not specified\n");
[4662]110          return false;
111        }
[3341]112    }
[5754]113  return false;
[3341]114}
[5753]115
[5755]116bool Texture::rebuild()
[5754]117{
[5860]118  if (this->texture != 0)
[5754]119    {
[5860]120      if (glIsTexture(this->texture))
121        glDeleteTextures(1,&this->texture);
[5859]122      this->setTexture(0);
[5754]123    }
124
125  if (this->image != NULL)
[5755]126    {
[5790]127      PRINTF(3)("Reloading Texture of %s '%s'\n", this->getClassName(), this->getName());
[5859]128      this->setTexture(loadTexToGL(this->image));
[5755]129    }
[5768]130
[5754]131}
132
133/**
134 * converts surface to a new SDL_Surface, that is loadable by openGL
135 * @param surface the Surface to convert
[5859]136 * @param hasAlpha if the newly created Surface has an alpha channel, true is returned otherwise false.
[5754]137 * @returns a !!new!! Surface, that is loadable by openGL.
138 */
[5859]139SDL_Surface* Texture::prepareSurface(SDL_Surface* surface, bool& hasAlpha)
[5753]140{
141  PRINTF(4)("Loading texture to OpenGL-Environment.\n");
[5768]142
[5859]143  SDL_Surface* retSurface;
[5753]144  SDL_Rect area;
145  Uint32 saved_flags;
146  Uint8  saved_alpha;
[5768]147
[5859]148  hasAlpha = false;
149  retSurface = SDL_CreateRGBSurface(SDL_SWSURFACE,
[5768]150                               surface->w, surface->h,
151                               32,
[5753]152#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
[5768]153                               0x000000FF,
154                               0x0000FF00,
155                               0x00FF0000,
156                               0xFF000000
[5753]157#else
[5768]158                               0xFF000000,
159                               0x00FF0000,
160                               0x0000FF00,
161                               0x000000FF
[5753]162#endif
[5768]163                               );
[5859]164  if ( retSurface == NULL )
[5768]165  {
[5859]166    return NULL;
[5768]167  }
168
[5753]169  /* Save the alpha blending attributes */
170  saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
171  saved_alpha = surface->format->alpha;
172  if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
173    SDL_SetAlpha(surface, 0, 0);
174  }
[5768]175
[5753]176  /* Copy the surface into the GL texture image */
177  area.x = 0;
178  area.y = 0;
179  area.w = surface->w;
180  area.h = surface->h;
[5859]181  SDL_BlitSurface(surface, &area, retSurface, &area);
[5768]182
[5753]183  /* Restore the alpha blending attributes */
[5768]184  if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA )
185  {
186    SDL_SetAlpha(surface, saved_flags | SDL_OPENGL, saved_alpha);
[5859]187    hasAlpha = true;
[5768]188  }
189
[5859]190  return (retSurface);
[5753]191}
192
[5859]193/**
194 * set the surface this Texture handles
195 * @param newSurface the new Surface to set as the image for this Texture.
196 *
197 * This deletes the old version of the stored Texture,
198 * and sets the newly given Surface as current.
199 */
[5768]200bool Texture::setSurface(SDL_Surface* newSurface)
201{
202  if (this->image != NULL)
203    SDL_FreeSurface(this->image);
[5753]204
[5768]205  this->image = newSurface;
206
207  return (this->image != NULL);
208}
209
210
[5858]211bool Texture::texturesEnabled = true;
212
[5753]213/**
[5858]214 * enables, disables textures
215 * @param texturesEnabled true if the textures should be enabled
216 */
217void Texture::setTextureEnableState(bool texturesEnabled)
218{
219  Texture::texturesEnabled = texturesEnabled;
220}
221
222
223//////////////////////////////////////
224// UTILITY FUNCTIONALITY OF TEXTURE //
225//////////////////////////////////////
226/**
[5753]227 *  Loads a Texture to the openGL-environment.
228 * @param surface the Image to load to openGL
229 * @returns The ID of the texture.
230 */
[5856]231GLuint Texture::loadTexToGL (const SDL_Surface* surface)
[5753]232{
[5856]233//   if (this->texture != 0 && glIsTexture(this->texture))
234//     glDeleteTextures(1, &this->texture);
235//   this->texture = 0;
[5768]236
[5856]237  GLuint texture;
238
239  if (surface == NULL)
[5768]240    return 0;
241
[5753]242  /* Create an OpenGL texture for the image */
[5856]243  glGenTextures(1, &texture);
244  glBindTexture(GL_TEXTURE_2D, texture);
[5753]245  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
246  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
247  // build the Texture
248  glTexImage2D(GL_TEXTURE_2D,
[5768]249               0,
250               GL_RGBA,
[5856]251               surface->w, surface->h,
[5768]252               0,
253               GL_RGBA,
254               GL_UNSIGNED_BYTE,
[5856]255               surface->pixels);
[5753]256  // build the MipMaps
257  gluBuild2DMipmaps(GL_TEXTURE_2D,
[5768]258                    GL_RGBA,
[5856]259                    surface->w,
260                    surface->h,
[5768]261                    GL_RGBA,
262                    GL_UNSIGNED_BYTE,
[5856]263                    surface->pixels);
[5753]264  glBindTexture(GL_TEXTURE_2D, 0);
[5856]265  return texture;
[5753]266}
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