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#include "../modules.h"
#if JIN_MODULES_RENDER
#include <fstream>
#include "texture.h"
#include "3rdparty/stb/stb_image.h"
#include "../utils/utils.h"
#include "../math/math.h"
namespace jin
{
namespace render
{
Texture* Texture::createTexture(const char* file)
{
std::ifstream fs;
fs.open(file, std::ios::binary);
Texture* tex = nullptr;
if (fs.is_open())
{
fs.seekg(0, std::ios::end);
int size = fs.tellg();
fs.seekg(0, std::ios::beg);
char* buffer = (char*)malloc(size);
memset(buffer, 0, size);
fs.read(buffer, size);
tex = createTexture(buffer, size);
free(buffer);
}
fs.close();
return tex;
}
Texture* Texture::createTexture(const void* mem, size_t size)
{
Texture* tex = new Texture();
if(!tex->loadb(mem, size))
{
delete tex;
tex = nullptr;
}
return tex;
}
Texture::Texture()
: Drawable(), pixels(0)
{
}
Texture::~Texture()
{
stbi_image_free(pixels);
}
color Texture::getPixel(int x, int y)
{
if (without(x, 0, width) || without(y, 0, height))
{
return { 0 };
}
return pixels[x + y * width];
}
bool Texture::loadb(const void* b, size_t size)
{
// ʹstbi_load_from_memory
unsigned char* textureData = stbi_load_from_memory((unsigned char *)b, size, &width, &height, NULL, STBI_rgb_alpha);
if (textureData == 0) return false;
pixels = (color*)textureData;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,
height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
// set render vertices
Drawable::setVertices(
new float [DRAWABLE_V_SIZE] {
0, 0,
0, (float)height,
(float)width, (float)height,
(float)width, 0,
},
new float [DRAWABLE_V_SIZE] {
0, 0,
0, 1,
1, 1,
1, 0
}
);
return true;
}
}
}
#endif // JIN_MODULES_RENDER
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