rts_glTextureMap.cpp
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#include "rts_glTextureMap.h"
#define RTS_UNKNOWN 0
rts_glTextureMap::rts_glTextureMap()
{
name = 0;
}
void rts_glTextureMap::get_type()
{
if(size.y == 0)
texture_type = GL_TEXTURE_1D;
else if(size.z == 0)
texture_type = GL_TEXTURE_2D;
else
texture_type = GL_TEXTURE_3D;
}
void rts_glTextureMap::set_wrapping()
{
CHECK_OPENGL_ERROR
switch(texture_type)
{
case GL_TEXTURE_3D:
glTexParameteri(texture_type, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT);
case GL_TEXTURE_2D:
glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, GL_REPEAT);
case GL_TEXTURE_1D:
glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_REPEAT);
break;
case GL_TEXTURE_RECTANGLE_ARB:
glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP);
break;
default:
break;
}
CHECK_OPENGL_ERROR
}
void rts_glTextureMap::SetBits(GLvoid* bits)
{
glEnable(texture_type); //enable the texture map
CHECK_OPENGL_ERROR
glBindTexture(texture_type, name);
CHECK_OPENGL_ERROR
switch(texture_type)
{
case GL_TEXTURE_3D:
glTexImage3D(texture_type, 0, internal_format, size.x, size.y, size.z, 0, pixel_format, data_type, bits);
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_RECTANGLE_ARB:
glTexImage2D(texture_type, 0, internal_format, size.x, size.y, 0, pixel_format, data_type, bits);
break;
case GL_TEXTURE_1D:
glTexImage1D(texture_type, 0, internal_format, size.x, 0, pixel_format, data_type, bits);
break;
default:
//glTexImage2D(texture_type, 0, internal_format, size.x, size.y, 0, pixel_format, data_type, bits);
break;
}
CHECK_OPENGL_ERROR
}
void* rts_glTextureMap::GetBits(GLenum format, GLenum type)
{
//returns the texture data
int components;
switch(format)
{
case GL_RED:
case GL_GREEN:
case GL_BLUE:
case GL_ALPHA:
case GL_LUMINANCE:
components = 1;
break;
case GL_LUMINANCE_ALPHA:
components = 2;
break;
case GL_RGB:
case GL_BGR:
components = 3;
break;
case GL_RGBA:
case GL_BGRA:
components = 4;
break;
}
int type_size;
switch(type)
{
case GL_UNSIGNED_BYTE:
case GL_BYTE:
type_size = sizeof(char);
break;
case GL_UNSIGNED_SHORT:
case GL_SHORT:
type_size = sizeof(short);
break;
case GL_UNSIGNED_INT:
case GL_INT:
type_size = sizeof(int);
break;
case GL_FLOAT:
type_size = sizeof(float);
break;
}
//allocate memory for the texture
void* result = malloc(components*type_size * size.x * size.y);
BeginTexture();
glGetTexImage(texture_type, 0, format, type, result);
CHECK_OPENGL_ERROR
EndTexture();
return result;
}
void rts_glTextureMap::ResetBits(GLvoid *bits)
{
glEnable(texture_type); //enable the texture map
CHECK_OPENGL_ERROR
glBindTexture(texture_type, name);
CHECK_OPENGL_ERROR
switch(texture_type)
{
case GL_TEXTURE_3D:
//glTexImage3D(texture_type, 0, internal_format, size.x, size.y, size.z, 0, pixel_format, data_type, bits);
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_RECTANGLE_ARB:
glTexSubImage2D(texture_type, 0, 0, 0, size.x, size.y, pixel_format, data_type, bits);
CHECK_OPENGL_ERROR
break;
case GL_TEXTURE_1D:
//glTexImage1D(texture_type, 0, internal_format, size.x, 0, pixel_format, data_type, bits);
break;
default:
//glTexImage2D(texture_type, 0, internal_format, size.x, size.y, 0, pixel_format, data_type, bits);
break;
}
glDisable(texture_type);
CHECK_OPENGL_ERROR
}
void rts_glTextureMap::BeginTexture()
{
glEnable(texture_type);
glBindTexture(texture_type, name);
CHECK_OPENGL_ERROR
}
void rts_glTextureMap::EndTexture()
{
glDisable(texture_type);
CHECK_OPENGL_ERROR
}
void rts_glTextureMap::Init(GLvoid *bits,
GLenum type,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint internalformat,
GLenum format,
GLenum datatype,
GLint interpolation)
{
if(name != 0)
glDeleteTextures(1, &name);
//see if the texture is supported using a proxy
CHECK_OPENGL_ERROR
//glTexImage2D(GL_PROXY_TEXTURE_2D, 0, internalformat, width, height, 0, format, datatype, NULL);
GLint p;
CHECK_OPENGL_ERROR
//glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &p);
//if(p == 0)
// cout<<"cannot use a texture with these parameters."<<endl;
CHECK_OPENGL_ERROR
if(datatype == GL_FLOAT)
{
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); //I honestly don't know what this does but it fixes problems
}
else if(datatype == GL_UNSIGNED_BYTE)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
//glPixelStorei(GL_PACK_ALIGNMENT, 1);
}
else if(datatype == GL_UNSIGNED_SHORT)
{
//glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
//glPixelStorei(GL_PACK_ALIGNMENT, 2);
}
CHECK_OPENGL_ERROR
glGenTextures(1, &name); //get the texture name from OpenGL
cout<<"OpenGL Name: "<<name<<endl;
CHECK_OPENGL_ERROR
size = vector3D<GLuint>(width, height, depth); //assign the texture size
//get_type(); //guess the type based on the size
texture_type = type; //set the type of texture
glEnable(texture_type); //enable the texture map
CHECK_OPENGL_ERROR
glBindTexture(texture_type, name); //bind the texture for editing
CHECK_OPENGL_ERROR
set_wrapping(); //set the texture wrapping parameters
CHECK_OPENGL_ERROR
glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, interpolation); //set filtering
CHECK_OPENGL_ERROR
glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, interpolation);
CHECK_OPENGL_ERROR
internal_format = internalformat; //set the number of components per pixel
pixel_format = format; //set the pixel format
data_type = datatype; //set the data type
SetBits(bits); //send the bits to the OpenGL driver
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //replace the specified vertex color
CHECK_OPENGL_ERROR
glDisable(texture_type);
}