source: network-game/graphics_library/common/texture.cpp@ ace001a

Last change on this file since ace001a was af116c0, checked in by Dmitry Portnoy <dmp1488@…>, 11 years ago

new graphics library code

  • Property mode set to 100644
File size: 7.4 KB
RevLine 
[af116c0]1#include <stdio.h>
2#include <stdlib.h>
3#include <string.h>
4
5#include <GL/glew.h>
6
7#include <GLFW/glfw3.h>
8
9
10GLuint loadBMP_custom(const char * imagepath){
11
12 printf("Reading image %s\n", imagepath);
13
14 // Data read from the header of the BMP file
15 unsigned char header[54];
16 unsigned int dataPos;
17 unsigned int imageSize;
18 unsigned int width, height;
19 // Actual RGB data
20 unsigned char * data;
21
22 // Open the file
23 FILE * file = fopen(imagepath,"rb");
24 if (!file) {printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar(); return 0;}
25
26 // Read the header, i.e. the 54 first bytes
27
28 // If less than 54 bytes are read, problem
29 if ( fread(header, 1, 54, file)!=54 ){
30 printf("Not a correct BMP file\n");
31 return 0;
32 }
33 // A BMP files always begins with "BM"
34 if ( header[0]!='B' || header[1]!='M' ){
35 printf("Not a correct BMP file\n");
36 return 0;
37 }
38 // Make sure this is a 24bpp file
39 if ( *(int*)&(header[0x1E])!=0 ) {printf("Not a correct BMP file\n"); return 0;}
40 if ( *(int*)&(header[0x1C])!=24 ) {printf("Not a correct BMP file\n"); return 0;}
41
42 // Read the information about the image
43 dataPos = *(int*)&(header[0x0A]);
44 imageSize = *(int*)&(header[0x22]);
45 width = *(int*)&(header[0x12]);
46 height = *(int*)&(header[0x16]);
47
48 // Some BMP files are misformatted, guess missing information
49 if (imageSize==0) imageSize=width*height*3; // 3 : one byte for each Red, Green and Blue component
50 if (dataPos==0) dataPos=54; // The BMP header is done that way
51
52 // Create a buffer
53 data = new unsigned char [imageSize];
54
55 // Read the actual data from the file into the buffer
56 fread(data,1,imageSize,file);
57
58 // Everything is in memory now, the file wan be closed
59 fclose (file);
60
61 // Create one OpenGL texture
62 GLuint textureID;
63 glGenTextures(1, &textureID);
64
65 // "Bind" the newly created texture : all future texture functions will modify this texture
66 glBindTexture(GL_TEXTURE_2D, textureID);
67
68 // Give the image to OpenGL
69 glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data);
70
71 // OpenGL has now copied the data. Free our own version
72 delete [] data;
73
74 // Poor filtering, or ...
75 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
76 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
77
78 // ... nice trilinear filtering.
79 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
80 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
81 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
82 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
83 glGenerateMipmap(GL_TEXTURE_2D);
84
85 // Return the ID of the texture we just created
86 return textureID;
87}
88
89// Since GLFW 3, glfwLoadTexture2D() has been removed. You have to use another texture loading library,
90// or do it yourself (just like loadBMP_custom and loadDDS)
91//GLuint loadTGA_glfw(const char * imagepath){
92//
93// // Create one OpenGL texture
94// GLuint textureID;
95// glGenTextures(1, &textureID);
96//
97// // "Bind" the newly created texture : all future texture functions will modify this texture
98// glBindTexture(GL_TEXTURE_2D, textureID);
99//
100// // Read the file, call glTexImage2D with the right parameters
101// glfwLoadTexture2D(imagepath, 0);
102//
103// // Nice trilinear filtering.
104// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
105// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
106// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
107// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
108// glGenerateMipmap(GL_TEXTURE_2D);
109//
110// // Return the ID of the texture we just created
111// return textureID;
112//}
113
114
115
116#define FOURCC_DXT1 0x31545844 // Equivalent to "DXT1" in ASCII
117#define FOURCC_DXT3 0x33545844 // Equivalent to "DXT3" in ASCII
118#define FOURCC_DXT5 0x35545844 // Equivalent to "DXT5" in ASCII
119
120GLuint loadDDS(const char * imagepath){
121
122 unsigned char header[124];
123
124 FILE *fp;
125
126 /* try to open the file */
127 fp = fopen(imagepath, "rb");
128 if (fp == NULL){
129 printf("%s could not be opened. Are you in the right directory ? Don't forget to read the FAQ !\n", imagepath); getchar();
130 return 0;
131 }
132
133 /* verify the type of file */
134 char filecode[4];
135 fread(filecode, 1, 4, fp);
136 if (strncmp(filecode, "DDS ", 4) != 0) {
137 fclose(fp);
138 return 0;
139 }
140
141 /* get the surface desc */
142 fread(&header, 124, 1, fp);
143
144 unsigned int height = *(unsigned int*)&(header[8 ]);
145 unsigned int width = *(unsigned int*)&(header[12]);
146 unsigned int linearSize = *(unsigned int*)&(header[16]);
147 unsigned int mipMapCount = *(unsigned int*)&(header[24]);
148 unsigned int fourCC = *(unsigned int*)&(header[80]);
149
150
151 unsigned char * buffer;
152 unsigned int bufsize;
153 /* how big is it going to be including all mipmaps? */
154 bufsize = mipMapCount > 1 ? linearSize * 2 : linearSize;
155 buffer = (unsigned char*)malloc(bufsize * sizeof(unsigned char));
156 fread(buffer, 1, bufsize, fp);
157 /* close the file pointer */
158 fclose(fp);
159
160 unsigned int components = (fourCC == FOURCC_DXT1) ? 3 : 4;
161 unsigned int format;
162 switch(fourCC)
163 {
164 case FOURCC_DXT1:
165 format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
166 break;
167 case FOURCC_DXT3:
168 format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
169 break;
170 case FOURCC_DXT5:
171 format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
172 break;
173 default:
174 free(buffer);
175 return 0;
176 }
177
178 // Create one OpenGL texture
179 GLuint textureID;
180 glGenTextures(1, &textureID);
181
182 // "Bind" the newly created texture : all future texture functions will modify this texture
183 glBindTexture(GL_TEXTURE_2D, textureID);
184 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
185
186 unsigned int blockSize = (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) ? 8 : 16;
187 unsigned int offset = 0;
188
189 /* load the mipmaps */
190 for (unsigned int level = 0; level < mipMapCount && (width || height); ++level)
191 {
192 unsigned int size = ((width+3)/4)*((height+3)/4)*blockSize;
193 glCompressedTexImage2D(GL_TEXTURE_2D, level, format, width, height,
194 0, size, buffer + offset);
195
196 offset += size;
197 width /= 2;
198 height /= 2;
199
200 // Deal with Non-Power-Of-Two textures. This code is not included in the webpage to reduce clutter.
201 if(width < 1) width = 1;
202 if(height < 1) height = 1;
203
204 }
205
206 free(buffer);
207
208 return textureID;
209
210
211}
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