scummvm/material.cpp

84 lines
2.8 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "stdafx.h"
#include "material.h"
#include "colormap.h"
#include "bits.h"
#include "debug.h"
Material::Material(const char *filename, const char *data, int len,
const CMap &cmap) :
Resource(filename)
{
if (len < 4 || memcmp(data, "MAT ", 4) != 0)
error("invalid magic loading texture\n");
num_images_ = READ_LE_UINT32(data + 12);
curr_image_ = 0;
textures_ = new GLuint[num_images_];
glGenTextures(num_images_, textures_);
width_ = READ_LE_UINT32(data + 76 + num_images_ * 40);
height_ = READ_LE_UINT32(data + 80 + num_images_ * 40);
if ((width_ == 0) || (height_ == 0)) {
warning("bad texture size (%dx%d) for texture %s\n", width_, height_, filename);
}
data += 100 + num_images_ * 40;
char *texdata = new char[width_ * height_ * 4];
for (int i = 0; i < num_images_; i++) {
char *texdatapos = texdata;
for (int y = 0; y < height_; y++) {
for (int x = 0; x < width_; x++) {
int col = *(uint8 *)(data);
if (col == 0)
memset(texdatapos, 0, 4); // transparent
else {
memcpy(texdatapos, cmap.colors + 3 * *(uint8 *)(data), 3);
texdatapos[3] = '\xff'; // fully opaque
}
texdatapos += 4;
data++;
}
}
glBindTexture(GL_TEXTURE_2D, textures_[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texdata);
data += 24;
}
delete[] texdata;
}
void Material::select() const {
glBindTexture(GL_TEXTURE_2D, textures_[curr_image_]);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(1.0f / width_, 1.0f / height_, 1);
}
Material::~Material() {
glDeleteTextures(num_images_, textures_);
delete[] textures_;
}