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#include "SDL/SDL_image.h"
#include "SDL/SDL_opengl.h"
#include <iostream>
using namespace std;
#include "texture.hpp"
Texture::Texture(string filename)
{
loaded = false;
GLenum textureFormat = GL_RGBA;
SDL_Surface *surface = IMG_Load(filename.c_str());
if (surface)
{
GLint noOfColours = surface->format->BytesPerPixel;
if (noOfColours == 4)
{
if (surface->format->Rmask == 0x000000ff)
{
textureFormat = GL_RGBA;
}
else
{
textureFormat = GL_BGRA;
}
}
else if (noOfColours == 3)
{
if (surface->format->Rmask == 0x000000ff)
{
textureFormat = GL_RGB;
}
else
{
textureFormat = GL_BGR;
}
}
else
{
// Big Problem!
}
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
width = surface->w;
height = surface->h;
halfWidth = width * 0.5;
halfHeight = height * 0.5;
glTexImage2D(GL_TEXTURE_2D, 0, noOfColours, width, height, 0, textureFormat, GL_UNSIGNED_BYTE, surface->pixels);
SDL_FreeSurface(surface);
loaded = true;
}
}
Texture::~Texture()
{
if (loaded)
{
glDeleteTextures(1, &texture);
}
}
void Texture::draw(int x, int y)
{
if (loaded)
{
glBindTexture(GL_TEXTURE_2D, texture);
int x1 = x - halfWidth;
int x2 = x + halfWidth;
int y1 = y - halfHeight;
int y2 = y + halfHeight;
glBegin(GL_QUADS);
//Bottom-left vertex (corner)
glTexCoord2i(0, 0);
glVertex3f(x1, y2, 0.0f);
//Bottom-right vertex (corner)
glTexCoord2i(1, 0);
glVertex3f(x2, y2, 0.f);
//Top-right vertex (corner)
glTexCoord2i(1, 1);
glVertex3f(x2, y1, 0.f);
//Top-left vertex (corner)
glTexCoord2i(0, 1);
glVertex3f(x1, y1, 0.f);
glEnd();
}
}
void drawTexture(Texture *texture, int x, int y)
{
if (texture)
{
texture->draw(x, y);
}
}