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#include <sys/types.h>
#include <SDL.h>
#include <SDL_opengl.h>
#include <generic.h>
#include "gltexture.h"
#include "engine.h"
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gettext.h"
mogltk::gltexture * mogltk::gltexture::active = 0;
mogltk::gltexture::gltexture(int w, int h, bool plane) throw (GeneralException) :
texture(w, h), texture_allocated(false), planar(plane), tainted(true) {
}
mogltk::gltexture::gltexture(Handle * h, bool plane) throw (GeneralException) :
texture(h), texture_allocated(false), planar(plane), tainted(true) {
}
mogltk::gltexture::~gltexture() {
if (texture_allocated) {
glDeleteTextures(1, &tex);
}
}
void mogltk::gltexture::Generate() {
if (texture_allocated) {
glDeleteTextures(1, &tex);
}
glGenTextures(1, &tex);
#ifdef DEBUG
printm(M_INFO, _("Generated gltexture index: %i\n"), tex);
#endif
glBindTexture(GL_TEXTURE_2D, tex);
#if 0
if (planar) {
#ifdef DEBUG
printm(M_INFO, _("Generating planar gltexture: %i\n"), tex);
#endif
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 {
#endif
#ifdef DEBUG
printm(M_INFO, _("Generating 3D gltexture: %i\n"), tex);
#endif
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, GetWidth(), GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, GetPixels());
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
#if 0
}
#endif
texture_allocated = true;
tainted = false;
}
void mogltk::gltexture::Bind(bool expand) {
if ((!texture_allocated) || tainted)
Generate();
glEnable(GL_TEXTURE_2D);
if (active == this)
return;
#ifdef DEBUG
printm(M_INFO, _("Binding gltexture index %i.\n"), tex);
#endif
glBindTexture(GL_TEXTURE_2D, tex);
if (expand) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScaled(1 / (double) GetWidth(), 1 / (double) GetHeight(), 1);
glMatrixMode(GL_MODELVIEW);
}
active = this;
#ifdef TRACE_TEXTURES
if (header == this)
return;
if (prev) {
prev->next = next;
}
if (next) {
next->prev = prev;
}
if (footer = this) {
footer = prev;
}
header->prev = this;
header = this;
#endif
}
void mogltk::gltexture::Unbind(void) {
if (active) {
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
active = 0;
#ifdef DEBUG
printm(M_INFO, _("Unbinding gltexture.\n"));
#endif
}
}
void mogltk::gltexture::Taint(void) {
tainted = true;
}
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