95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
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#include <SDL.h>
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#include <SDL_image.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <iostream>
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#include "TextureCache.h"
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using namespace std;
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GLuint TextureCache::load(const string & filename)
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{
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map<string,GLuint>::iterator it = m_cache.find(filename);
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if (it != m_cache.end())
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return it->second;
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GLuint tex = loadTexture(filename.c_str());
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m_cache[filename] = tex;
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return tex;
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}
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GLuint TextureCache::loadTexture(const char * filename,
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bool mipmaps,
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int mode,
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int quality)
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{
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GLuint texture;
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SDL_Surface * temp = IMG_Load(filename);
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if (!temp)
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{
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cerr << "Failed to load image '" << filename << "'!" << endl;
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return 0;
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}
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SDL_PixelFormat fmt;
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fmt.palette = NULL;
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fmt.BitsPerPixel = 32;
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fmt.BytesPerPixel = 4;
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fmt.Rmask = 0x000000FF;
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fmt.Gmask = 0x0000FF00;
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fmt.Bmask = 0x00FF0000;
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fmt.Amask = 0xFF000000;
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fmt.Rshift = 0;
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fmt.Gshift = 8;
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fmt.Bshift = 16;
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fmt.Ashift = 24;
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SDL_Surface * texsurf = SDL_ConvertSurface(temp, &fmt, SDL_SWSURFACE);
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SDL_FreeSurface(temp);
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if (!texsurf)
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{
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cerr << '\'' << filename << "' was not converted properly!" << endl;
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return 0;
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}
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unsigned int * pixels = new unsigned int[texsurf->w * texsurf->h];
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int y;
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unsigned int dstOffset = texsurf->w * (texsurf->h - 1);
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unsigned int srcOffset = 0;
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for (y = 0; y < texsurf->h; y++)
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{
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memcpy(pixels + dstOffset,
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((unsigned int *)texsurf->pixels) + srcOffset,
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texsurf->w << 2);
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dstOffset -= texsurf->w;
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srcOffset += texsurf->w;
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}
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, texsurf->w, texsurf->h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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if (quality > 0)
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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mipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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mipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
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}
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else
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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mipmaps ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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mipmaps ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
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if (mipmaps)
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA,
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texsurf->w, texsurf->h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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SDL_FreeSurface(texsurf);
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delete[] pixels;
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return texture;
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}
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