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rts/rts_glTextureMap.h 6.8 KB
ebb721c7   David Mayerich   new repository fo...
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  #ifndef RTS_GLTEXTUREMAP_H
  #define RTS_GLTEXTUREMAP_H
  
  #include <GL/glew.h>
  #include "rtsVector3d.h"
  #include "CHECK_OPENGL_ERROR.h"
  #include <stdlib.h>
  
  ///This class stores an OpenGL texture map and is used by rts_glShaderProgram.
  class rts_glTextureMap
  {
  private:
  	void get_type()			//guesses the texture type based on the size
  	{
  		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 set_wrapping()		//set the texture wrapping based on the dimensions
  	{
  		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_MIRRORED_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_TO_EDGE);
  			glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  			break;
  
  		default:
  			break;
  		}
  		CHECK_OPENGL_ERROR
  	}
  	//void set_bits(GLvoid* bits);
  public:
  	vector3D<GLsizei> size;		//vector representing the size of the texture
  	GLuint name;				//texture name assigned by OpenGL
  	GLenum texture_type;				//1D, 2D, 3D
  	GLint internal_format;	//number of components (ex. 4 for RGBA)
  	GLenum pixel_format;		//type of data (RGBA, LUMINANCE)
  	GLenum data_type;			//data type of the bits (float, int, etc.)
  
  	//constructor
  	rts_glTextureMap()
  	{
  		name = 0;
  	}
  
  	void BeginTexture()
  	{
  		glEnable(texture_type);
  		glBindTexture(texture_type, name);
  		CHECK_OPENGL_ERROR
  	}
  	void EndTexture()
  	{
  		glDisable(texture_type);
  		CHECK_OPENGL_ERROR
  	}
  
  	///Creates an OpenGL texture map. This function requires basic information about the texture map as well as a pointer to the bit data describing the texture.
  	void Init(GLvoid *bits,
  			   GLenum type = GL_TEXTURE_2D,
  			   GLsizei width = 256, 
  			   GLsizei height = 256, 
  			   GLsizei depth = 0, 
  			   GLint internalformat = 1, 
  			   GLenum format = GL_LUMINANCE, 
  			   GLenum datatype = GL_UNSIGNED_BYTE,
  			   GLint interpolation = GL_LINEAR)
  	{
  		CHECK_OPENGL_ERROR
  		if(name != 0)
  			glDeleteTextures(1, &name);
  
  
  		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);
  
  		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  		glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
  	}
  	void Clean()
  	{
  		if(name != 0)
  		{
  			glDeleteTextures(1, &name);
  			CHECK_OPENGL_ERROR
  			name = 0;
  		}
  	}
  	void 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);
  			CHECK_OPENGL_ERROR
  			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);
  			CHECK_OPENGL_ERROR
  			break;
  		case GL_TEXTURE_1D:
  			glTexImage1D(texture_type, 0, internal_format, size.x, 0, pixel_format, data_type, bits);
  			CHECK_OPENGL_ERROR
  			break;
  		default:
  			//glTexImage2D(texture_type, 0, internal_format, size.x, size.y, 0, pixel_format, data_type, bits);
  			break;
  		}
  		CHECK_OPENGL_ERROR
  	}
  	void 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* 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;
  
  	}
  };
  
  #define RTS_UNKNOWN				0
  
  #endif