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flightgear/utils/Modeller/texture.hxx

153 lines
4.6 KiB
C++

/*
* \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 <simgear/compiler.h>
#include <osg/GL>
#include <zlib.h>
#include <plib/sg.h>
/**
* 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