-/**
+/*
* \file texture.hxx
* Texture manipulation routines
*
#ifndef __SG_TEXTURE_HXX
#define __SG_TEXTURE_HXX 1
-#include <GL/gl.h>
+#include <simgear/compiler.h>
+#include SG_GL_H
#include <zlib.h>
#include <plib/sg.h>
GLsizei texture_width;
GLsizei texture_height;
+ GLsizei num_colors;
void resize(unsigned int width = 256, unsigned int height = 256);
+ const char *errstr;
+
protected:
+ FILE *file;
typedef struct _ImageRec {
unsigned short imagic;
unsigned short type;
void ConvertUint(unsigned *array, unsigned int length);
void ConvertShort(unsigned short *array, unsigned int length);
void rgbtorgb(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *l, int n);
+ void rgbatorgba(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *a,
+ GLubyte *l, int n);
ImageRec *ImageOpen(const char *fileName);
+ ImageRec *ImageWriteOpen(const char *fileName);
ImageRec *RawImageOpen(const char *fileName);
void ImageClose(ImageRec *image);
void ImageGetRow(ImageRec *image, GLubyte *buf, int y, int z);
+ void ImagePutRow(ImageRec *image, GLubyte *buf, int y, int z);
inline void free_id() {
#ifdef GL_VERSION_1_1
/* Copyright (c) Mark J. Kilgard, 1997. */
void read_alpha_texture(const char *name);
void read_rgb_texture(const char *name);
+ void read_rgba_texture(const char *name);
void read_raw_texture(const char *name);
void read_r8_texture(const char *name);
+ void write_texture(const char *name);
inline bool usable() { return (texture_id > 0) ? true : false; }
inline GLuint id() { return texture_id; }
inline GLubyte *texture() { return texture_data; }
inline void set_data(GLubyte *data) { texture_data = data; }
+ // inline void set_colors(int c) { num_colors = c; }
inline int width() { return texture_width; }
inline int height() { return texture_height; }
+ inline int colors() { return num_colors; }
// dynamic texture functions.
// everything drawn to the OpenGL screen after prepare is
void finish(unsigned int width, unsigned int height);
// texture pixel manipulation functions.
- void set_pixel(GLuint x, GLuint y, sgVec3 &c);
- sgVec3 *get_pixel(GLuint x, GLuint y);
+ void set_pixel(GLuint x, GLuint y, GLubyte *c);
+ GLubyte *get_pixel(GLuint x, GLuint y);
void bind();
- inline void select() {
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
+ inline void select(bool keep_data = false) {
+ glTexImage2D( GL_TEXTURE_2D, 0, num_colors,
texture_width, texture_height, 0,
- GL_RGB, GL_UNSIGNED_BYTE, texture_data );
+ (num_colors==1)?GL_LUMINANCE:(num_colors==3)?GL_RGB:GL_RGBA, GL_UNSIGNED_BYTE, texture_data );
+
+ if (!keep_data) {
+ delete[] texture_data;
+ texture_data = 0;
+ }
}
// Nowhere does it say that resident textures have to be in video memory!
inline bool is_resident() {
GLboolean is_res;
glAreTexturesResident(1, &texture_id, &is_res);
- return is_res;
+ return is_res != 0;
}
+
+ inline const char *err_str() { return errstr; }
+ inline void clear_err_str() { errstr = ""; }
+
+ void make_monochrome(GLubyte r=255, GLubyte g=255, GLubyte b=255);
+ void make_normalmap(float brightness = 1.0);
};
#endif