Example #1
0
int Texture::load(const char *fn, int flags) {
  char fn_buf[512];
  char *fn_cube[6];
  int i;
  
  _loadHDR=flags&TEXTURE_LOAD_HDR;
  
  if (flags&TEXTURE_LOAD_CUBEMAP) {
    _target=GL_TEXTURE_CUBE_MAP;
    printf("loading cubemap texture.. %s\n",fn);
    for(i=0;i<6;i++) {
      if (_filename_cube[i]) free((void*)_filename_cube[i]);
      _snprintf(fn_buf,sizeof(fn_buf),fn,CUBEMAP_DATA[i].name);
      printf("  %s (%s): ",CUBEMAP_DATA[i].name,fn_buf);
      if (_filename_cube[i]=vfs_locate(fn_buf,REPOSITORY_MASK_TEXTURE)) {
        printf("%s\n",_filename_cube[i]);
        loadTextureFile(
          _filename_cube[i],_name,
          GL_TEXTURE_CUBE_MAP,CUBEMAP_DATA[i].textureTarget,
          _loadHDR);
      } else {
        printf(" <not found> %s\n",_filename_cube[i]);
      }
    }
    glBindTexture(GL_TEXTURE_CUBE_MAP,_name);
    glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
    glBindTexture(GL_TEXTURE_CUBE_MAP,0);
  } else {
    if (_filename) free((void*)_filename);
    _filename=vfs_locate(fn,REPOSITORY_MASK_TEXTURE);
    if (_filename) {
      loadTextureFile(_filename,_name,_target,_target,
      _loadHDR);
    } else {
      LOG_WARNING(
        "WARNING: unable to locate texture file '%s'\n",fn);
    }
  }
  return 1;
}
Example #2
0
static VFSNode* vfs_vdir_locate(VFSNode *vdir, const char *path) {
	VFSNode *node;
	char mutpath[strlen(path)+1];
	char *primpath, *subpath;

	strcpy(mutpath, path);
	vfs_path_split_left(mutpath, &primpath, &subpath);

	if((node = ht_get(VDIR_TABLE(vdir), mutpath, NULL))) {
		return vfs_locate(node, subpath);
	}

	return NULL;
}
Example #3
0
GLuint loadTextureFile(const char *fn_in, GLuint tex_in, 
  GLenum target_texture, GLenum target_image,
  int HDR) {
  ILuint img=0;
  GLuint tex=tex_in;
  char *fn=0;
  
  
  if (!(fn=vfs_locate(fn_in,REPOSITORY_MASK_TEXTURE))) {
    LOG_WARNING(
      "WARNING: unable to find texture file '%s'\n",
      fn_in);
    goto finalize;
  }
  
  ilEnable(IL_ORIGIN_SET);
  ilOriginFunc(IL_ORIGIN_LOWER_LEFT);
  ilGenImages(1,&img);
  ilBindImage(img);
  
  if (ilLoadImage(fn)!=1) {
    LOG_WARNING(
      "WARNING: unable to load texture file '%s'\n",
      fn);
    goto finalize;
  }
  
  #if DIYYMA_FILE_LIST>=2
  file_list_append(fn);
  #endif
  
  ilConvertImage(HDR?IL_RGB:IL_RGBA,HDR?IL_FLOAT:IL_UNSIGNED_BYTE);
  
  if (!tex) glGenTextures(1,&tex);
  glBindTexture(target_texture,tex);
  glTexImage2D(
    target_image,0,HDR?GL_R11F_G11F_B10F:GL_RGBA,
    ilGetInteger(IL_IMAGE_WIDTH),ilGetInteger(IL_IMAGE_HEIGHT),
    0,HDR?GL_RGB:GL_RGBA,HDR?GL_FLOAT:GL_UNSIGNED_BYTE,
    ilGetData());
  glTexParameteri(target_texture,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  glTexParameteri(target_texture,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  finalize:
  
  if (fn) free((void*)fn);
  if (img) ilDeleteImages(1,&img);
  
  return tex;
}