/* * \file texture.hxx * Texture manipulation routines * * Copyright (c) Mark J. Kilgard, 1997. * Code added in april 2003 by Erik Hofman * * This program is freely distributable without licensing fees * and is provided without guarantee or warrantee expressed or * implied. This program is -not- in the public domain. */ #ifndef __SG_TEXTURE_HXX #define __SG_TEXTURE_HXX 1 #include #include #include #include /** * A class to encapsulate all the info surrounding an OpenGL texture * and also query various info and load various file formats */ class SGTexture { private: GLuint texture_id; GLubyte *texture_data; GLsizei texture_width; GLsizei texture_height; GLsizei num_colors; void resize(unsigned int width = 256, unsigned int height = 256); const char *errstr; protected: FILE *file; typedef struct _ImageRec { _ImageRec(void) : tmp(0), rowStart(0), rowSize(0) {} unsigned short imagic; unsigned short type; unsigned short dim; unsigned short xsize, ysize, zsize; unsigned int min, max; unsigned int wasteBytes; char name[80]; unsigned long colorMap; gzFile file; GLubyte *tmp; unsigned long rleEnd; unsigned int *rowStart; int *rowSize; } ImageRec; void ConvertUint(unsigned *array, unsigned int length); void ConvertShort(unsigned short *array, unsigned int length); void rgbtorgb(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *l, int n); void rgbatorgba(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *a, GLubyte *l, int n); ImageRec *ImageOpen(const char *fileName); ImageRec *ImageWriteOpen(const char *fileName); ImageRec *RawImageOpen(const char *fileName); void ImageClose(ImageRec *image); void ImageGetRow(ImageRec *image, GLubyte *buf, int y, int z); void ImagePutRow(ImageRec *image, GLubyte *buf, int y, int z); inline void free_id() { #ifdef GL_VERSION_1_1 glDeleteTextures(1, &texture_id); #else glDeleteTexturesEXT(1, &texture_id); #endif texture_id = 0; } public: SGTexture(); SGTexture(unsigned int width, unsigned int height); ~SGTexture(); /* Copyright (c) Mark J. Kilgard, 1997. */ void read_alpha_texture(const char *name); void read_rgb_texture(const char *name); void read_rgba_texture(const char *name); void read_raw_texture(const char *name); void read_r8_texture(const char *name); void write_texture(const char *name); inline bool usable() { return (texture_id > 0) ? true : false; } inline GLuint id() { return texture_id; } inline GLubyte *texture() { return texture_data; } inline void set_data(GLubyte *data) { texture_data = data; } inline void set_colors(int c) { num_colors = c; } inline int width() { return texture_width; } inline int height() { return texture_height; } inline int colors() { return num_colors; } // dynamic texture functions. // everything drawn to the OpenGL screen after prepare is // called and before finish is called will be included // in the new texture. void prepare(unsigned int width = 256, unsigned int height = 256); void finish(unsigned int width, unsigned int height); // texture pixel manipulation functions. void set_pixel(GLuint x, GLuint y, GLubyte *c); GLubyte *get_pixel(GLuint x, GLuint y); void bind(); inline void select(bool keep_data = false) { glTexImage2D( GL_TEXTURE_2D, 0, num_colors, texture_width, texture_height, 0, (num_colors==1)?GL_LUMINANCE:(num_colors==3)?GL_RGB:GL_RGBA, GL_UNSIGNED_BYTE, texture_data ); if (!keep_data) { delete[] texture_data; texture_data = 0; } } // Nowhere does it say that resident textures have to be in video memory! // NVidia's OpenGL drivers implement glAreTexturesResident() correctly, // but the Matrox G400, for example, doesn't. inline bool is_resident() { GLboolean is_res; glAreTexturesResident(1, &texture_id, &is_res); return is_res != 0; } inline const char *err_str() { return errstr; } inline void clear_err_str() { errstr = ""; } void make_maxcolorwindow(); void make_grayscale(float contrast = 1.0); void make_monochrome(float contrast = 1.0, GLubyte r=255, GLubyte g=255, GLubyte b=255); void make_normalmap(float brightness = 1.0, float contrast = 1.0); void make_bumpmap(float brightness = 1.0, float contrast = 1.0); }; #endif