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path: root/mogltk/gltexture.cpp
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#include <GL/gl.h>
#include <GL/glu.h>
#include "gltexture.h"
#include "General.h"

mogltk::texture::texture(int w, int h, bool plane) throw (GeneralException) : width(w), height(h), planar(plane) {
    if ((BITCOUNT(w) != 1) || (BITCOUNT(h) != 1))
	throw GeneralException("Size of the texture not a power of 2!");
    
    if (!(surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
	0xff000000,
	0x00ff0000,
	0x0000ff00,
	0x000000ff
#else
	0x000000ff,
	0x0000ff00,
	0x00ff0000,
	0xff000000
#endif
    ))) {
	throw GeneralException("Can't create RGB Surface");
    }
}

mogltk::texture::~texture() {
    if (surface) {
	SDL_FreeSurface(surface);
    } else {
	glDeleteTextures(1, &tex);
    }
}

SDL_Surface * mogltk::texture::GetSurface() throw (GeneralException) {
    if (!surface)
	throw GeneralException("Texture already generated");
    return surface;
}

void mogltk::texture::Generate() throw (GeneralException) {
    if (!surface)
	throw GeneralException("Texture already generated");
    
    if (planar) {
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
    } else {
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, width, height, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
//	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);	
    }
    
    SDL_FreeSurface(surface);    
    surface = 0;
}

void mogltk::texture::Bind(bool expand) throw (GeneralException) {
    if (surface)
	throw GeneralException("Texture is not yet generated");
    glBindTexture(GL_TEXTURE_2D, tex);
    if (expand) {
	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glScaled(1 / (double) width, 1 / (double) height, 1);
	glMatrixMode(GL_MODELVIEW);
    }
}

GLuint mogltk::texture::GetWidth() {
    return width;
}

GLuint mogltk::texture::GetHeight() {
    return height;
}