238 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			238 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "Engine.h"
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| #include "Sprite.h"
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| 
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| #include <GL/gl.h>
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| #include <GL/glu.h>
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| #include <png.h>
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| 
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| #include <cmath>
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| 
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| namespace Engine {
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| 
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| /* 
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|  * Code is taken from http://en.wikibooks.org/wiki/OpenGL_Programming/Intermediate/Textures on
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|  * Sunday, March 14 2010.
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|  */
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| bool Sprite::LoadFromPNG (const char *filename) {
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| 	LogDebug ("Loading png from %s", filename);
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| 
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| 	//header for testing if it is a png
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| 	png_byte header[8];
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| 
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| 	//open file as binary
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| 	FILE *fp = fopen(filename, "rb");
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| 	if (!fp) {
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| 		LogError ("Could not open file: %s", filename);
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| 		return false;
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| 	}
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| 
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| 	//read the header
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| 	fread(header, 1, 8, fp);
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| 
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| 	//test if png
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| 	int is_png = !png_sig_cmp(header, 0, 8);
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| 	if (!is_png) {
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| 		LogError ("Error opening png file %s: file is not a png file!", filename);
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| 		fclose(fp);
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| 		return false;
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| 	}
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| 
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| 	//create png struct
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| 	png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
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| 			NULL, NULL);
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| 	if (!png_ptr) {
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| 		LogError ("Error opening png file %s: unable to read png header", filename);
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| 		fclose(fp);
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| 		return (false);
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| 	}
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| 
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| 	//create png info struct
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| 	png_infop info_ptr = png_create_info_struct(png_ptr);
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| 	if (!info_ptr) {
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| 		LogError ("Error opening png file %s: unable to read png header", filename);
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| 		png_destroy_read_struct(&png_ptr, (png_infopp) NULL, (png_infopp) NULL);
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| 		fclose(fp);
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| 		return (false);
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| 	}
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| 
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| 	//create png info struct
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| 	png_infop end_info = png_create_info_struct(png_ptr);
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| 	if (!end_info) {
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| 		LogError ("Error opening png file %s: unable to read png header", filename);
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| 		png_destroy_read_struct(&png_ptr, &info_ptr, (png_infopp) NULL);
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| 		fclose(fp);
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| 		return (false);
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| 	}
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| 
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| 	//png error stuff, not sure libpng man suggests this.
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| 	if (setjmp(png_jmpbuf(png_ptr))) {
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| 		LogError ("Error opening png file %s: unable to read png header", filename);
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| 		png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
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| 		fclose(fp);
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| 		return (false);
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| 	}
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| 
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| 	//init png reading
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| 	png_init_io(png_ptr, fp);
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| 
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| 	//let libpng know you already read the first 8 bytes
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| 	png_set_sig_bytes(png_ptr, 8);
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| 
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| 	// read all the info up to the image data
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| 	png_read_info(png_ptr, info_ptr);
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| 
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| 	//variables to pass to get info
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| 	int bit_depth, color_type;
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| 	png_uint_32 tmWidth, tmHeight;
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| 
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| 	// get info about png
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| 	png_get_IHDR(png_ptr, info_ptr, &tmWidth, &tmHeight, &bit_depth, &color_type,
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| 			NULL, NULL, NULL);
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| 
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| 	//update mWidth and mHeight based on png info
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| 	mWidth = tmWidth;
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| 	mHeight = tmHeight;
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| 	
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| 	// Update the png info struct.
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| 	png_read_update_info(png_ptr, info_ptr);
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| 
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| 	// Row size in bytes.
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| 	int rowbytes = png_get_rowbytes(png_ptr, info_ptr);
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| 
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| 	// Allocate the image_data as a big block, to be given to opengl
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| 	png_byte *image_data = new png_byte[rowbytes * mHeight];
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| 	if (!image_data) {
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| 		//clean up memory and close stuff
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| 		png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
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| 		fclose(fp);
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| 		return false;
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| 	}
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| 
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| 	//row_pointers is for pointing to image_data for reading the png with libpng
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| 	png_bytep *row_pointers = new png_bytep[mHeight];
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| 	if (!row_pointers) {
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| 		//clean up memory and close stuff
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| 		png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
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| 		delete[] image_data;
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| 		fclose(fp);
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| 		return false;
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| 	}
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| 	// set the individual row_pointers to point at the correct offsets of image_data
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| 	for (unsigned int i = 0; i < mHeight; ++i)
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| 		row_pointers[mHeight - 1 - i] = image_data + i * rowbytes;
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| 
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| 	//read the png into image_data through row_pointers
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| 	png_read_image(png_ptr, row_pointers);
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| 
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| 	//Now generate the OpenGL texture object
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| 	glGenTextures(1, &mGlTextureName);
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| 	glBindTexture(GL_TEXTURE_2D, mGlTextureName);
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| 	glTexImage2D(GL_TEXTURE_2D,0, GL_RGBA, mWidth, mHeight, 0,
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| 			GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*) image_data);
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| 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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| 
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| 	//clean up memory and close stuff
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| 	png_destroy_read_struct(&png_ptr, &info_ptr, &end_info);
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| 	delete[] row_pointers;
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| 	delete[] image_data;
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| 
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| 	fclose(fp);
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| 
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| 	return true;
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| }
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| 
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| void Sprite::DrawAt (float xpos, float ypos, float zpos) {
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| 	float u_start = 0., u_end = 1.;
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| 	if (mAnimation) {
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| 		int frame_index = floor ( (mAnimationFrameRate) * mAnimationTimer);
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| 		u_start = static_cast<float>(frame_index) / mAnimationFrameCount;
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| 		u_end = (frame_index + 1.) / mAnimationFrameCount;
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| 	}
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| 
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| 	glPushMatrix();
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| 	glTranslatef (xpos -mScale * mWidth * 0.5, ypos, zpos -mScale * mHeight * 0.5);
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| 	glScalef (mScale, mScale, mScale);
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| 	glDisable(GL_DEPTH_TEST);
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| 	glEnable(GL_TEXTURE_2D);
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| 	glEnable(GL_BLEND);
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| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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| 
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| 	glBindTexture (GL_TEXTURE_2D, mGlTextureName);
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| 
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| 	glBegin(GL_QUADS);
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| 	glTexCoord2f (u_start, 0.); glVertex3f (0., 0., 0.);
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| 	glTexCoord2f (u_end, 0.); glVertex3f (0., 0., mHeight);
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| 	glTexCoord2f (u_end, 1.); glVertex3f (mWidth, 0., mHeight);
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| 	glTexCoord2f (u_start, 1.); glVertex3f (mWidth, 0.,0.);
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| 	glEnd();
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| 
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| 	glPopMatrix();
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| 
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| 	glDisable(GL_TEXTURE_2D);
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| 	glEnable(GL_DEPTH_TEST);
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| }
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| 
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| void Sprite::DrawAt2D (float xpos, float ypos) {
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| 	float u_start = 0., u_end = 1.;
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| 	if (mAnimation) {
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| 		int frame_index = floor ( (mAnimationFrameRate) * mAnimationTimer);
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| 		u_start = static_cast<float>(frame_index) / mAnimationFrameCount;
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| 		u_end = (frame_index + 1.) / mAnimationFrameCount;
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| 	}
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| 
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| 	glPushMatrix();
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| 	glTranslatef (xpos -mScale * mWidth * 0.5, ypos, 0.);
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| 	glScalef (mScale, mScale, mScale);
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| 	// \TODO Make 2d drawing of sprites a bit nicer, seems a bit overkill for such a simple function
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| 	glRotatef (-90, 0., 0., 1.);
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| 	glDisable(GL_DEPTH_TEST);
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| 	glEnable(GL_TEXTURE_2D);
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| 	glEnable(GL_BLEND);
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| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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| 
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| 	glBindTexture (GL_TEXTURE_2D, mGlTextureName);
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| 
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| 	glBegin(GL_QUADS);
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| 	glTexCoord2f (u_start, 0.); glVertex2f (0., 0.);
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| 	glTexCoord2f (u_end, 0.); glVertex2f (0., mHeight);
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| 	glTexCoord2f (u_end, 1.); glVertex2f (mWidth, mHeight);
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| 	glTexCoord2f (u_start, 1.); glVertex2f (mWidth,0.);
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| 	glEnd();
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| 
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| 	glPopMatrix();
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| 
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| 	glDisable(GL_TEXTURE_2D);
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| 	glEnable(GL_DEPTH_TEST);
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| }
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| 
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| void Sprite::DrawSubAt (unsigned int index, float xpos, float ypos, float zpos) {
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| 	assert (index < mSubSpriteCount);
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| 
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| 	float u_start = static_cast<float>(index) / mSubSpriteCount;
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| 	float u_end = (index + 1.) / mSubSpriteCount;
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| 
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| 	glPushMatrix();
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| 	glTranslatef (xpos -mScale * mWidth * 0.5, ypos, zpos -mScale * mHeight * 0.5);
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| 	glScalef (mScale, mScale, mScale);
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| 	glDisable(GL_DEPTH_TEST);
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| 	glEnable(GL_TEXTURE_2D);
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| 	glEnable(GL_BLEND);
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| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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| 
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| 	glBindTexture (GL_TEXTURE_2D, mGlTextureName);
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| 
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| 	glBegin(GL_QUADS);
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| 	glTexCoord2f (u_start, 0.); glVertex3f (0., 0., 0.);
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| 	glTexCoord2f (u_end, 0.); glVertex3f (0., 0., mHeight);
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| 	glTexCoord2f (u_end, 1.); glVertex3f (mWidth, 0., mHeight);
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| 	glTexCoord2f (u_start, 1.); glVertex3f (mWidth, 0.,0.);
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| 	glEnd();
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| 
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| 	glPopMatrix();
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| 
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| 	glDisable(GL_TEXTURE_2D);
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| 	glEnable(GL_DEPTH_TEST);
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| }
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| 
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| }
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