int OBJ::readTexture(string filename,int i) { texture[i] = new GLuint ; TGAImg img; glActiveTexture(GL_TEXTURE0); if (img.Load((char*)filename.c_str())==IMG_OK) { glGenTextures(1,texture[i]); //Zainicjuj uchwyt tex glBindTexture(GL_TEXTURE_2D,*texture[i]); //Przetwarzaj uchwyt tex if (img.GetBPP()==24) //Obrazek 24bit glTexImage2D(GL_TEXTURE_2D,0,3,img.GetWidth(),img.GetHeight(),0, GL_RGB,GL_UNSIGNED_BYTE,img.GetImg()); else if (img.GetBPP()==32) //Obrazek 32bit glTexImage2D(GL_TEXTURE_2D,0,4,img.GetWidth(),img.GetHeight(),0, GL_RGBA,GL_UNSIGNED_BYTE,img.GetImg()); else { printf("Nieobs³ugiwany format obrazka w pliku: %s \n",filename.c_str()); } } else { printf("B³¹d przy wczytywaniu pliku: %s\n",filename.c_str()); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR); return 0; }
GLuint readTexture(char* filename) { GLuint tex; TGAImg img; glActiveTexture(GL_TEXTURE0); if (img.Load(filename)==IMG_OK) { glGenTextures(1,&tex); //Zainicjuj uchwyt tex glBindTexture(GL_TEXTURE_2D,tex); //Przetwarzaj uchwyt tex if (img.GetBPP()==24) //Obrazek 24bit glTexImage2D(GL_TEXTURE_2D,0,3,img.GetWidth(),img.GetHeight(),0, GL_RGB,GL_UNSIGNED_BYTE,img.GetImg()); else if (img.GetBPP()==32) //Obrazek 32bit glTexImage2D(GL_TEXTURE_2D,0,4,img.GetWidth(),img.GetHeight(),0, GL_RGBA,GL_UNSIGNED_BYTE,img.GetImg()); else { printf("Nieobsługiwany format obrazka w pliku: %s \n",filename); } } else { printf("Błąd przy wczytywaniu pliku: %s\n",filename); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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); return tex; }
GLuint TextureLoader::LoadTexture(char *TexName) { TGAImg Img; // Image loader GLuint Texture; // Load our Texture if(Img.Load(TexName)!=IMG_OK) return -1; glGenTextures(1,&Texture); // Allocate space for texture glBindTexture(GL_TEXTURE_2D,Texture); // Set our Tex handle as current // Create the texture if(Img.GetBPP()==24) glTexImage2D(GL_TEXTURE_2D,0,3,Img.GetWidth(),Img.GetHeight(),0, GL_RGB,GL_UNSIGNED_BYTE,Img.GetImg()); else if(Img.GetBPP()==32) glTexImage2D(GL_TEXTURE_2D,0,4,Img.GetWidth(),Img.GetHeight(),0, GL_RGBA,GL_UNSIGNED_BYTE,Img.GetImg()); else return -1; // Specify filtering and edge actions glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); return Texture; }
bool loadImageTGA(string fileName, agg::int8u** oData, int* oWidth, int* oHeight) { TGAImg tgaImage = TGAImg(); int result = tgaImage.Load(fileName.c_str()); if(result != IMG_OK) { ostringstream ossError; ossError << "TGA loader: Error: "; if(IMG_ERR_NO_FILE == result) ossError << "No file (IMG_ERR_NO_FILE)"; else if(IMG_ERR_MEM_FAIL == result) ossError << "Memory failure (IMG_ERR_MEM_FAIL)"; else if(IMG_ERR_BAD_FORMAT == result) ossError << "Bad format (IMG_ERR_BAD_FORMAT)"; else if(IMG_ERR_UNSUPPORTED == result) ossError << "Unsupported image type (IMG_ERR_UNSUPPORTED)"; logEngineError(ossError.str()); return false; } if(tgaImage.GetBPP() != 32) { ostringstream ossError; ossError << "TGA loader: 32bit support only. " << tgaImage.GetBPP() << "bit not supported."; logEngineError(ossError.str()); return false; } if(tgaImage.GetWidth() != *oWidth || tgaImage.GetHeight() != *oHeight) { if(NULL != *oData) delete[] *oData; *oWidth = 0; *oHeight = 0; *oData = new agg::int8u[tgaImage.GetWidth() * tgaImage.GetHeight() * 4]; } *oWidth = tgaImage.GetWidth(); *oHeight = tgaImage.GetHeight(); agg::int8u* srcData = tgaImage.GetImg(); agg::int8u* dstData = *oData; int pixelCount = (*oWidth) * (*oHeight); for(int iPixel = 0; iPixel < pixelCount; ++iPixel) { int8u r = *srcData++; int8u g = *srcData++; int8u b = *srcData++; int8u a = *srcData++; *dstData++ = b; *dstData++ = g; *dstData++ = r; *dstData++ = a; } return true; }
void Mesh::setTexture(std::string name)///COPYPASTA ! %-D { TGAImg img; if(img.Load((char *) name.c_str())==IMG_OK) { mMaterial.setTextureName(name); mTextured = true; glGenTextures(1,&mTexture); glBindTexture(GL_TEXTURE_2D,mTexture); if(img.GetBPP()==24) glTexImage2D(GL_TEXTURE_2D,0,3,img.GetWidth(),img.GetHeight(),0,GL_RGB,GL_UNSIGNED_BYTE,img.GetImg()); else if(img.GetBPP()==32) glTexImage2D(GL_TEXTURE_2D,0,4,img.GetWidth(),img.GetHeight(),0,GL_RGBA,GL_UNSIGNED_BYTE,img.GetImg()); else { mTextured = false; printf("[Warning]Texture (\"%s\") is in unsupported format.\n",name.c_str()); } } else { printf("[Warning]Texture (\"%s\") cannot be loaded (file loading error).\n",name.c_str()); } }