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219 lines
6.5 KiB
C++
219 lines
6.5 KiB
C++
// ==============================================================
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// This file is part of MegaGlest (www.glest.org)
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//
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// Texture.h -- Copyright (c) 2006 David Henry
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// changed for use with MegaGlest: Copyright (C) 2011- by Mark Vejvoda
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//
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// This code is licensed under the MIT license:
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// http://www.opensource.org/licenses/mit-license.php
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//
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// Open Source Initiative OSI - The MIT License (MIT):Licensing
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//
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// The MIT License (MIT)
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// Copyright (c) <year> <copyright holders>
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.//
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//
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// Definition of an OpenGL texture classes.
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//
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/////////////////////////////////////////////////////////////////////////////
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#ifndef __TEXTURE_H__
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#define __TEXTURE_H__
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif // _WIN32
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#include <GL/glew.h>
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#include <memory>
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#include <stdexcept>
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#include <string>
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#include <vector>
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#include <map>
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#include "Image.h"
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namespace Shared { namespace Graphics { namespace md5 {
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using std::string;
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using std::vector;
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using std::map;
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using std::auto_ptr;
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/////////////////////////////////////////////////////////////////////////////
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// Texture class diagram:
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//
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// +--------- (abs)
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// | Texture |
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// +-----------+
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// ^
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// |
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// +---------------------+----------------------+
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// | | |
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// +-----------+ +------------------+ +----------------+
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// | Texture2D | | TextureRectangle | | TextureCubeMap |
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// +-----------+ +------------------+ +----------------+
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//
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/////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////
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//
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// class Texture -- OpenGL texture base class. This is an abstract
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// class for more specialized OpenGL texture classes.
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//
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/////////////////////////////////////////////////////////////////////////////
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class Texture {
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public:
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// Constructor/destructor
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Texture ();
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virtual ~Texture ();
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public:
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// Constants
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enum {
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//Default behaviour
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kDefault = 0,
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// Use texture compression
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kCompress = (1 << 0),
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};
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typedef int TextureFlags;
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public:
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// Public interface
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void bind () const;
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void bind (GLenum texUnit) const;
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bool fail () const { return _fail; }
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bool stdCoordSystem () const { return _standardCoordSystem; }
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// Accessors
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const string &name () const { return _name; }
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const GLuint handle () const { return _handle; }
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virtual GLenum target () const = 0;
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private:
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// Copy operations are not allowed for textures, because
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// when the source texture is destroyed, it releases
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// its texture handle and so dest texture's handle is
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// not valid anymore.
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Texture (const Texture &);
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Texture &operator= (const Texture &);
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protected:
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// Internal functions
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GLubyte *loadImageFile (const string &filename);
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GLint getCompressionFormat (GLint internalFormat);
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GLint getInternalFormat (GLint components);
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protected:
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// Member variables
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string _name;
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GLuint _handle;
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TextureFlags _flags;
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bool _standardCoordSystem;
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bool _fail;
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};
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/////////////////////////////////////////////////////////////////////////////
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//
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// class Texture2D -- OpenGL texture 2D object.
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//
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/////////////////////////////////////////////////////////////////////////////
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class Texture2D : public Texture {
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public:
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// Constructors
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Texture2D (const string &filename, TextureFlags flags = kDefault);
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Texture2D (const Image *img, TextureFlags flags = kDefault);
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protected:
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// Default constructor is not public
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Texture2D ();
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// Internal functions
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virtual void create (const Image *img, TextureFlags flags);
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public:
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// Accessors
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virtual GLenum target () const { return GL_TEXTURE_2D; }
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};
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/////////////////////////////////////////////////////////////////////////////
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//
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// class TextureRectangle -- OpenGL texture rectangle object.
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//
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/////////////////////////////////////////////////////////////////////////////
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class TextureRectangle : public Texture {
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public:
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// Constructors
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TextureRectangle (const string &filename, TextureFlags flags = kDefault);
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TextureRectangle (const Image *img, TextureFlags flags = kDefault);
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protected:
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// Internal functions
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virtual void create (const Image *img, TextureFlags flags);
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public:
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// Accessors
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virtual GLenum target () const { return GL_TEXTURE_RECTANGLE_ARB; }
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GLint width () const { return _width; }
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GLint height () const { return _height; }
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protected:
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// Member variables
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GLint _width;
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GLint _height;
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};
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/////////////////////////////////////////////////////////////////////////////
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//
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// class TextureCubeMap -- OpenGL texture cube map object.
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// The order of images to pass to constructors is:
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// - positive x, negative x,
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// - positive y, negative y,
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// - positive z, negative z.
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//
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/////////////////////////////////////////////////////////////////////////////
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class TextureCubeMap : public Texture {
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public:
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// Constructors
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TextureCubeMap (const string &basename, const vector<string> &files,
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TextureFlags flags = kDefault);
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TextureCubeMap (const string &basename, const vector<ImagePtr> &faces,
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TextureFlags flags = kDefault);
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protected:
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// Internal function
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virtual void create (const vector<ImagePtr> &faces, TextureFlags flags);
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public:
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// Accessors
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virtual GLenum target () const { return GL_TEXTURE_CUBE_MAP_ARB; }
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};
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}}} //end namespace
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#endif // __TEXTURE_H__
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