Beispiel #1
0
GLuint TextureHandler::loadTexture(const std::string& strFilename)
{
  GLuint textureId=0;

  int i; 
  for (i = 0; i < (int) lookup.size(); i++)
  {
	if (lookup[i].first == strFilename)
		return lookup[i].second;
  }

  std::string::size_type dot_pos = strFilename.rfind('.');
  std::string suff = strFilename.substr(dot_pos+1);
  std::transform(suff.begin(), suff.end(), suff.begin(), tolower);
  if(suff == "raw")
  //if(stricmp(strrchr(strFilename.c_str(),'.'),".raw")==0)
  {

     // open the texture file
     std::ifstream file;
     file.open(strFilename.c_str(), std::ios::in | std::ios::binary);
     if(!file)
     {
		 Piavca::Error(_T("Texture file '") + StringToTString(strFilename) + _T("' not found."));
       return 0;
     }

     // load the dimension of the texture
     int width;
     file.read((char *)&width, 4);
     int height;
     file.read((char *)&height, 4);
     int depth;
     file.read((char *)&depth, 4);

     // allocate a temporary buffer to load the texture to
     unsigned char *pBuffer;
     pBuffer = new unsigned char[2 * width * height * depth];
     if(pBuffer == 0)
     {
	   Piavca::Error(_T("Memory allocation for texture '") + StringToTString(strFilename) + _T("' failed."));
       return 0;
     }

     // load the texture
     file.read((char *)pBuffer, width * height * depth);

     // explicitely close the file
     file.close();

     // flip texture around y-axis (-> opengl-style)
     int y;
     for(y = 0; y < height; y++)
     {
       memcpy(&pBuffer[(height + y) * width * depth], &pBuffer[(height - y - 1) * width * depth], width * depth);
     }
     
     // generate texture
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

     glGenTextures(1, &textureId);
     glBindTexture(GL_TEXTURE_2D, textureId);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     
	 glTexImage2D(GL_TEXTURE_2D, 0, (depth == 3) ? GL_RGB : GL_RGBA, width, height, 0, (depth == 3) ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, &pBuffer[width * height * depth]);
     // free the allocated memory

     delete [] pBuffer;  
  }
  //else if(stricmp(strrchr(strFilename.c_str(),'.'),".tga")==0)  
  else if(suff == "tga")
  {
	  CTga *Tga;
	  Tga = new CTga();
	  std::cout << "reading texture file" << strFilename << std::endl;
	  if(Tga->ReadFile(strFilename.c_str())==0)
	  {
		  Tga->Release();
		  return 0;
	  }
	  std::cout << "finished reading texture file" << strFilename << std::endl;

	  if(Tga->Bpp()!=32)
	  {
		  Tga->Release();
		  return 0;
	  }

     //Flip texture
     int width = Tga->GetSizeX();
     int height = Tga->GetSizeY();
     //int depth = Tga->Bpp() / 8;    

     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

     glGenTextures(1, &textureId);

     glBindTexture(GL_TEXTURE_2D, textureId);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     
	 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA , GL_UNSIGNED_BYTE, (char*)Tga->GetPointer() );

	 Tga->Release();

  }
  if (textureId > 0)
  {
	  lookup.push_back(std::make_pair(strFilename, textureId));
  }
  return textureId;
}
Beispiel #2
0
bool Demo::loadTexture(const std::string& strFilename, GLuint& pId)
{
  // initialize the id
  pId = 0;

  if (stricmp(strrchr(strFilename.c_str(),'.'),".raw")==0)
  {
  	 // open the texture file
  	 std::ifstream file;
  	 file.open(strFilename.c_str(), std::ios::in | std::ios::binary);
    if(!file)
    {
      LOG(("Texture file '" + strFilename + "' not found.").c_str());
      return false;
    }

    // read the width, height and depth of the texture
    int width;
    file.read((char *)&width, 4);
    int height;
    file.read((char *)&height, 4);
    int depth;
    file.read((char *)&depth, 4);

    // check if an error has happend
    if(!file)
    {
      LOG(("Error while readinf from texture file '" + strFilename + "'.").c_str());
      return false;
    }

    // allocate a temporary buffer to hold the texture data
    unsigned char *pBuffer;
    pBuffer = new unsigned char[width * height * depth];
    if(pBuffer == 0)
    {
      LOG(("Memory allocation for texture file '" + strFilename + "' failed.").c_str());
      return false;
    }

    // load the texture
    file.read((char *)pBuffer, width * height * depth);
    file.close();

    // generate the texture
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &pId);
    glBindTexture(GL_TEXTURE_2D, pId);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, (depth == 3) ? GL_RGB : GL_RGBA, width, height, 0, (depth == 3) ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, pBuffer);
  }
  else if (stricmp(strrchr(strFilename.c_str(),'.'),".tga")==0)
  {

	  CTga *Tga;
	  Tga = new CTga();
	  if(Tga->ReadFile(strFilename.c_str())==0)
	  {
		  Tga->Release();
		  return false;
	  }

	  if(Tga->Bpp()!=32)
	  {
		  Tga->Release();
		  return false;
	  }

     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

     glGenTextures(1, &pId);

     glBindTexture(GL_TEXTURE_2D, pId);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Tga->GetSizeX(), Tga->GetSizeY(), 0, GL_RGBA, GL_UNSIGNED_BYTE, Tga->GetPointer() );

	  Tga->Release();
  }


  return true;
}
Beispiel #3
0
GLuint Viewer::loadTexture(const std::string& strFilename)
{
  GLuint textureId=0;
  if(stricmp(strrchr(strFilename.c_str(),'.'),".raw")==0)
  {

     // open the texture file
     std::ifstream file;
     file.open(strFilename.c_str(), std::ios::in | std::ios::binary);
     if(!file)
     {
       std::cerr << "Texture file '" << strFilename << "' not found." << std::endl;
       return 0;
     }

     // load the dimension of the texture
     int width = readInt(&file);     
     int height = readInt(&file);     
     int depth = readInt(&file);     

     // allocate a temporary buffer to load the texture to
     unsigned char *pBuffer;
     pBuffer = new unsigned char[2 * width * height * depth];
     if(pBuffer == 0)
     {
       std::cerr << "Memory allocation for texture '" << strFilename << "' failed." << std::endl;
       return 0;
     }

     // load the texture
     file.read((char *)pBuffer, width * height * depth);

     // explicitely close the file
     file.close();

     // flip texture around y-axis (-> opengl-style)
     int y;
     for(y = 0; y < height; y++)
     {
       memcpy(&pBuffer[(height + y) * width * depth], &pBuffer[(height - y - 1) * width * depth], width * depth);
     }
     
     // generate texture
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

     glGenTextures(1, &textureId);
     glBindTexture(GL_TEXTURE_2D, textureId);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     
	 glTexImage2D(GL_TEXTURE_2D, 0, (depth == 3) ? GL_RGB : GL_RGBA, width, height, 0, (depth == 3) ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, &pBuffer[width * height * depth]);
     // free the allocated memory

     delete [] pBuffer;  
  }
  else if(stricmp(strrchr(strFilename.c_str(),'.'),".tga")==0)  
  {
	  CTga *Tga;
	  Tga = new CTga();
	  if(Tga->ReadFile(strFilename.c_str())==0)
	  {
		  Tga->Release();
		  return 0;
	  }

	  if(Tga->Bpp()!=32)
	  {
		  Tga->Release();
		  return 0;
	  }

     //Flip texture
     int width = Tga->GetSizeX();
     int height = Tga->GetSizeY();
     //int depth = Tga->Bpp() / 8;    

     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

     glGenTextures(1, &textureId);

     glBindTexture(GL_TEXTURE_2D, textureId);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     
	  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA , GL_UNSIGNED_BYTE, (char*)Tga->GetPointer() );

	  Tga->Release();


  }


  return textureId;
}
Beispiel #4
0
GLuint Model::loadTexture(const std::string& strFilename)
{
  GLuint pId=0;
  if(stricmp(strrchr(strFilename.c_str(),'.'),".raw")==0)
  {

     // open the texture file
     std::ifstream file;
     file.open(strFilename.c_str(), std::ios::in | std::ios::binary);
     if(!file)
     {
       std::cerr << "Texture file '" << strFilename << "' not found." << std::endl;
       return 0;
     }

     // load the dimension of the texture
     int width = readInt(&file);     
     int height = readInt(&file);     
     int depth = readInt(&file);     

     // allocate a temporary buffer to load the texture to
    unsigned char *pBuffer;
    pBuffer = new unsigned char[width * height * depth];
    if(pBuffer == 0)
    {
      std::cerr << "Memory allocation for texture '" << strFilename << "' failed." << std::endl;
      return 0;
    }

    // load the texture
    file.read((char *)pBuffer, width * height * depth);

    // explicitely close the file
    file.close();

    // generate texture
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &pId);
    glBindTexture(GL_TEXTURE_2D, pId);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, (depth == 3) ? GL_RGB : GL_RGBA, width, height, 0, (depth == 3) ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, &pBuffer[0]);
  
    // free the allocated memory
    delete [] pBuffer;
  
  }
  else if (stricmp(strrchr(strFilename.c_str(),'.'),".tga")==0)
  {

    CTga *Tga;
    Tga = new CTga();

    //Note: This will always make a 32-bit texture
    if(Tga->ReadFile(strFilename.c_str())==0)
    {
      Tga->Release();
      return false;
    }

    //Bind texture
    int width = Tga->GetSizeX();
    int height = Tga->GetSizeY();
    int depth = Tga->Bpp() / 8;

    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    glGenTextures(1, &pId);
      
    glBindTexture(GL_TEXTURE_2D, pId);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     
    glTexImage2D(GL_TEXTURE_2D, 0, ((depth == 3) ? GL_RGB : GL_RGBA), width, height, 0, ((depth == 3) ? GL_RGB : GL_RGBA) , GL_UNSIGNED_BYTE, (char*)Tga->GetPointer() );

	 Tga->Release();
  }


  return pId;
}