/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER #include "texture.h" #include "debug.h" #include "compiler.h" #ifdef HAVE_SDL_SDL_H #include #include #include #else #include #include #include #endif #if SDL_BYTEORDER == SDL_BIG_ENDIAN /* * On the BIG_ENDIAN architecture, the 24 and 32bit bitmaps have * different masks. If you don't do this distinction properly, * you will get weird-looking textures. */ Uint32 alphaMask[] = { 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF, }; Uint32 opaqueMask[] = { 0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000 }; #else /* * On the LIL_ENDIAN architecture everything is fine and easy. The 24 * and 32bit bitmaps have the same masks. */ Uint32 alphaMask[] = { 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000, }; Uint32 *opaqueMask = alphaMask; #endif ObjectListDefinition(Texture); /** * @brief creates an Empty Texture, * * onto this Texture you can load non-empty textures with the = * operator. */ Texture::Texture() { this->init(); } /** * @brief Creates a Texture from another Texture (copy Constructor) * @param texture the Texture to copy. * * @note only the Data-Pointer will be shared. */ Texture::Texture(const Texture& texture) : data(texture.data) { this->registerObject(this, Texture::_objectList); this->priority = 0.5; } /** * @brief Creates a new empty Texture with the below properties. * @param target: the GL-Target. * @param width: the Width of the Texture. * @param height: The Hight of the Texture. * @param channels: also known as BitsPerPixel. * @param type the Type of Texture. */ Texture::Texture(GLenum target, unsigned int width, unsigned int height, unsigned int channels, GLenum type) { this->init(); SDL_Surface * surface = SDL_CreateRGBSurface(SDL_HWSURFACE, width, height, channels, alphaMask[0], alphaMask[1], alphaMask[2], alphaMask[3]); if(surface != NULL) { this->data->loadSurface(surface, target); SDL_FreeSurface(surface); } } /** * @brief Constructor for a Texture * @param imageName: the Name of the Texutre (FileName) * @param target: the GL-Target to load the Texture to. */ Texture::Texture(const std::string& imageName, GLenum target) { this->init(); if (!imageName.empty()) { this->setName(imageName); this->loadImage(imageName, target); } } /** * @brief creates a Texture out of a SDL_Surface. * @param surface: the Surface to load. * @param target: the GL-Target to load this to. */ Texture::Texture(SDL_Surface* surface, GLenum target) { this->init(); if(surface != NULL) { this->data->loadSurface(surface, target); } } /** * @brief Initializes the Texture. */ void Texture::init() { this->registerObject(this, Texture::_objectList); this->data = TextureData::Pointer(new TextureData()); this->priority = 0.5; } /** * @brief Destructor of a Texture * * Frees Data, and deletes the textures from GL */ Texture::~Texture() {} /** * @brief copies the Data from texture to this texture. * @param texture the Texture to copy into this one. * @returns the Texture. */ Texture& Texture::operator=(const Texture& texture) { this->data = texture.data; return *this; } Texture& Texture::operator=(const TextureData::Pointer& textureDataPointer) { this->data = textureDataPointer; return *this; } /** * @brief loads an Image from a file to a Texture * @param imageName The image to load */ bool Texture::loadImage(const std::string& imageName, GLenum target) { if (Texture::texturesEnabled) { if (!imageName.empty()) { SDL_Surface* tmpSurf; // load the new Image to memory tmpSurf = IMG_Load(imageName.c_str()); if(tmpSurf != NULL) { this->data->loadSurface(tmpSurf, target); SDL_FreeSurface(tmpSurf); return true; } else { PRINTF(1)("IMG_Load: %s\n", IMG_GetError()); this->setTexture(0); return false; } } else { PRINTF(2)("Image-Name not specified\n"); return false; } } return false; } /** * @brief rebuilds the texture. * * reloads the Texture from Memory to OpenGL. */ bool Texture::rebuild() { this->data->setTexture(0); if (this->data->getStoredImage() != NULL) { PRINTF(3)("Reloading Texture of %s '%s'\n", this->getClassCName(), this->getCName()); this->setTexture(Texture::loadTexToGL(this->data->getStoredImage())); } return true; } bool Texture::texturesEnabled = true; /** * @brief enables, disables textures * @param texturesEnabled true if the textures should be enabled */ void Texture::setTextureEnableState(bool texturesEnabled) { Texture::texturesEnabled = texturesEnabled; } ////////////////////////////////////// // UTILITY FUNCTIONALITY OF TEXTURE // ////////////////////////////////////// /** * @brief converts surface to a new SDL_Surface, that is loadable by openGL * @param surface the Surface to convert * @param hasAlpha if the newly created Surface has an alpha channel, true is returned otherwise false. * @returns a !!new!! Surface, that is loadable by openGL. */ SDL_Surface* Texture::prepareSurface(SDL_Surface* surface, bool& hasAlpha) { assert(surface != NULL); PRINTF(4)("Loading texture to OpenGL-Environment.\n"); SDL_Surface* retSurface; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; hasAlpha = false; int pixelDepth = 24; Uint32* mask = opaqueMask; /* Save the alpha blending attributes */ saved_flags = surface->flags&(SDL_SRCALPHA | SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ( saved_flags & SDL_SRCALPHA ) { SDL_SetAlpha(surface, 0, 0); hasAlpha = true; pixelDepth = 32; mask = alphaMask; } retSurface = SDL_CreateRGBSurface(SDL_HWSURFACE, surface->w, surface->h, pixelDepth, mask[0], mask[1], mask[2], mask[3] ); if ( retSurface == NULL ) return NULL; /* Copy the surface into the GL texture this->data->getStoredImage() */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface(surface, &area, retSurface, &area); /* Restore the alpha blending attributes */ if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { SDL_SetAlpha(surface, saved_flags | SDL_OPENGL, saved_alpha); hasAlpha = true; } return (retSurface); } /** * @brief Loads a Texture to the openGL-environment. * @param surface the Image to load to openGL * @returns The ID of the texture. */ GLuint Texture::loadTexToGL (const SDL_Surface* surface, GLenum target) { // if (this->data->getTexture() != 0 && glIsTexture(this->data->getTexture())) // glDeleteTextures(1, &this->data->getTexture()); // this->data->getTexture() = 0; assert(surface != NULL); int errorCode = 0; //!< the error code for the texture loading functions GLuint texture = 0; //!< the OpenGL texture handle //int mipmapLevel = 0; //!< the maximum mipmap level for this texture //int mipmapWidth = 0; //!< the width of the mipmap //int mipmapHight = 0; //!< the height of the mipmap GLenum format = GL_RGB; if (surface->format->BitsPerPixel == 32) { format = GL_RGBA; assert(surface->format->BitsPerPixel == 32); } else { assert(surface->format->BitsPerPixel == 24); } /* Create an OpenGL texture for the this->data->getStoredImage() */ Texture::generateTexture(texture, target); // glTexImage2D(target, 0, format, // surface->w, surface->h, // 0, format, GL_UNSIGNED_BYTE, // surface->pixels); /// glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT); /// glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT); /// TODO CHECK THIS BACK in //glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_PRIORITY, this->priority); /* build the Texture OpenGL V >= 1.1 */ // printf("%s, w:%d h:%d, 0x%x\n", this->getName(), surface->w, surface->h, target); /* control the mipmap levels */ glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MIN_LOD, 5); glTexParameterf(GL_TEXTURE_ENV, GL_TEXTURE_MAX_LOD, 0); // build the MipMaps automaticaly errorCode = gluBuild2DMipmaps(target, format, surface->w, surface->h, format, GL_UNSIGNED_BYTE, surface->pixels ); if(unlikely(errorCode != 0)) PRINTF(1)("Error while loading texture (mipmap generation), gluBuild2DMipmaps returned %i\n", errorCode); return texture; } /** * @brief creates a new Texture. * @param texture: the Texture is loaded here (should be 0 and will be set to the Value of the New Texture.) * @param target: The GL-Target to generate the texture on. * * @note this is the real GL-texture-creat-wrapper, where the Texture is Created */ void Texture::generateTexture(GLuint& texture, GLenum target) { if (texture == 0 && !glIsTexture(texture)) { glGenTextures(1, &texture); } glBindTexture(target, texture); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); }