fysxasteroids/engine/Sprite.cc

238 lines
6.6 KiB
C++

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