static void setup_file_texture (ModeInfo *mi, char *filename) { Display *dpy = mi->dpy; Visual *visual = mi->xgwa.visual; char buf[1024]; Colormap cmap = mi->xgwa.colormap; XImage *image = xpm_file_to_ximage (dpy, visual, cmap, filename); clear_gl_error(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0, GL_RGBA, /* GL_UNSIGNED_BYTE, */ GL_UNSIGNED_INT_8_8_8_8_REV, image->data); sprintf (buf, "texture: %.100s (%dx%d)", filename, image->width, image->height); check_gl_error(buf); /* setup parameters for texturing */ glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); }
static Bool setup_file_texture (ModeInfo *mi, char *filename) { Display *dpy = mi->dpy; Visual *visual = mi->xgwa.visual; char buf[1024]; Colormap cmap = mi->xgwa.colormap; XImage *image = xpm_file_to_ximage (dpy, visual, cmap, filename); if (!image) return False; clear_gl_error(); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ROW_LENGTH, image->width); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0, GL_RGBA, /* GL_UNSIGNED_BYTE, */ GL_UNSIGNED_INT_8_8_8_8_REV, image->data); sprintf (buf, "texture: %.100s (%dx%d)", filename, image->width, image->height); check_gl_error(buf); return True; }
static Bool load_texture (ModeInfo *mi, const char *filename) { Display *dpy = mi->dpy; Visual *visual = mi->xgwa.visual; Colormap cmap = mi->xgwa.colormap; char buf[1024]; XImage *image; if (!filename || !*filename || !strcasecmp (filename, "(none)")) { glDisable (GL_TEXTURE_2D); return False; } image = xpm_file_to_ximage (dpy, visual, cmap, filename); clear_gl_error(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->data); sprintf (buf, "texture: %.100s (%dx%d)", filename, image->width, image->height); check_gl_error(buf); glPixelStorei (GL_UNPACK_ALIGNMENT, 4); glPixelStorei (GL_UNPACK_ROW_LENGTH, image->width); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable (GL_TEXTURE_2D); return True; }
/* Create a texture in OpenGL. First an image is loaded and stored in a raster buffer, then it's */ static void Create_Texture(ModeInfo *mi, const char *filename) { int height, width; GLubyte *image; int format; if ( !strncmp(filename, "BUILTIN", 7)) image = Generate_Image(&width, &height, &format); else { XImage *ximage = xpm_file_to_ximage (MI_DISPLAY (mi), MI_VISUAL (mi), MI_COLORMAP (mi), filename); image = (GLubyte *) ximage->data; width = ximage->width; height = ximage->height; format = GL_RGBA; } /* GL_MODULATE or GL_DECAL depending on what you want */ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* perhaps we can edge a bit more speed at the expense of quality */ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); if (do_tex_qual) { /* with texture_quality, the min and mag filters look *much* nice but are *much* slower */ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } else { /* default is to do it quick and dirty */ /* if you have mipmaps turned on, but not texture quality, nothing will happen! */ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } /* mipmaps make the image look much nicer */ if (do_mipmap) { int status; clear_gl_error(); status = gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, format, GL_UNSIGNED_BYTE, image); if (status) { const char *s = (char *) gluErrorString (status); fprintf (stderr, "%s: error mipmapping %dx%d texture: %s\n", progname, width, height, (s ? s : "(unknown)")); exit (1); } check_gl_error("mipmapping"); } else { clear_gl_error(); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, image); check_gl_error("texture"); } }
static void LoadTexture(ModeInfo * mi, char **fn, const char *filename, GLuint texbind, int blur, float bw_color, Bool anegative, Bool onealpha) { /* looping and temporary array index variables */ int ix, iy, bx, by, indx, indy, boxsize, cchan, tmpidx, dtaidx; float boxdiv, tmpfa, blursum ; unsigned char *tmpbuf, tmpa; Bool rescale; XImage *teximage; /* Texture data */ rescale = False; boxsize = 2; boxdiv = 1.0 / ( boxsize * 2.0 + 1.0) / ( boxsize * 2.0 + 1.0); if (filename) teximage = xpm_file_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi), MI_COLORMAP(mi), filename); else teximage = xpm_to_ximage(MI_DISPLAY(mi), MI_VISUAL(mi), MI_COLORMAP(mi), fn); if (teximage == NULL) { fprintf(stderr, "%s: error reading the texture.\n", progname); glDeleteTextures(1, &texbind); do_texture = False; exit(0); } /* check if image is 2^kumquat, where kumquat is an integer between 1 and 10. Recale to nearest power of 2. */ tmpfa = mylog2((float) teximage->width); bx = 2 << (int) (tmpfa -1); if (bx != teximage->width) { rescale = True; if ((tmpfa - (int) tmpfa) > 0.5849) bx = bx * 2; } tmpfa = mylog2((float) teximage->height); by = 2 << (int) (tmpfa - 1); if (by != teximage->height) { rescale = True; if ((tmpfa - (int) tmpfa) > 0.5849) by = by * 2; } #ifndef HAVE_JWZGLES if (rescale) { tmpbuf = calloc(bx * by * 4, sizeof(unsigned char)); if (gluScaleImage(GL_RGBA, teximage->width, teximage->height, GL_UNSIGNED_BYTE, teximage->data, bx, by, GL_UNSIGNED_BYTE, tmpbuf)) check_gl_error("scale image"); free(teximage->data); teximage->data = (char *) tmpbuf; teximage->width = bx; teximage->height= by; } /* end rescale code */ #endif /* !HAVE_JWZGLES */ if (anegative ) { for (ix = 0 ; ix < teximage->height * teximage->width; ix++) { if (!teximage->data[ ix * 4 + 3]) { teximage->data[ ix * 4 + 3] = (unsigned char) 0xff; tmpa = (unsigned char) (bw_color * 0xff); } else { if (onealpha) teximage->data[ ix * 4 + 3] = (unsigned char) 0xff; else teximage->data[ ix * 4 + 3] = (unsigned char) 0xff - teximage->data[ ix * 4 + 3]; tmpa = (unsigned char) ((1.0 - bw_color) * 0xff); } /* make texture uniform b/w color */ teximage->data[ ix * 4 + 0] = (unsigned char) ( tmpa); teximage->data[ ix * 4 + 1] = (unsigned char) ( tmpa); teximage->data[ ix * 4 + 2] = (unsigned char) ( tmpa); /* negate alpha */ } } if (blur > 0) { if (! anegative ) /* anegative alread b/w's the whole image */ for (ix = 0 ; ix < teximage->height * teximage->width; ix++) if (!teximage->data[ ix * 4 + 3]) { teximage->data[ ix * 4 + 0] = (unsigned char) ( 255.0 * bw_color); teximage->data[ ix * 4 + 1] = (unsigned char) ( 255.0 * bw_color); teximage->data[ ix * 4 + 2] = (unsigned char) ( 255.0 * bw_color); } ; tmpbuf = calloc(teximage->height * teximage->width * 4, sizeof(unsigned char) ) ; while (blur--) { /* zero out tmp alpha buffer */ for (iy = 0 ; iy <teximage->height * teximage->width * 4 ; iy++) tmpbuf[iy] = 0; for (cchan = 0; cchan < 4 ; cchan++) { for (iy = 0 ; iy < teximage->height ; iy++) { for (ix = 0 ; ix < teximage->width ; ix++) { dtaidx = (teximage->width * iy + ix) * 4; tmpa = teximage->data[dtaidx + cchan]; tmpfa = (float) tmpa * boxdiv; /* box filter */ for (by = -boxsize ; by <= boxsize; by++) { for (bx = -boxsize ; bx <= boxsize; bx++) { indx = wrapVal(ix + bx, 0, teximage->width); indy = wrapVal(iy + by, 0, teximage->height); tmpidx = (teximage->width * indy + indx) * 4; blursum = tmpfa; tmpbuf[tmpidx + cchan] += (unsigned char) blursum; } /* for bx */ } /* for by */ } /* for ix */ } /* for iy */ } /* for cchan */ /* copy back buffer */ for (ix = 0 ; ix < teximage->height * teximage->width * 4; ix++) teximage->data[ix] = tmpbuf[ix]; } /*while blur */ free(tmpbuf); /*tidy*/ } /* if blur */ clear_gl_error(); #ifdef HAVE_GLBINDTEXTURE glBindTexture(GL_TEXTURE_2D, texbind); clear_gl_error(); /* WTF? sometimes "invalid op" from glBindTexture! */ #endif glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, teximage->width, teximage->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, teximage->data); check_gl_error("texture"); setTexParams(); XDestroyImage(teximage); }