annotate mde/gl/texture.d @ 62:960206198cbd

Documentation changes only. (Idea for new gui.content.Items module; unused gl.texture module commented out.)
author Diggory Hardy <diggory.hardy@gmail.com>
date Fri, 27 Jun 2008 17:19:46 +0100
parents f3d8c0441408
children
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1 /* LICENSE BLOCK
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2 Part of mde: a Modular D game-oriented Engine
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3 Copyright © 2007-2008 Diggory Hardy
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4
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5 This program is free software: you can redistribute it and/or modify it under the terms
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6 of the GNU General Public License as published by the Free Software Foundation, either
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7 version 2 of the License, or (at your option) any later version.
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8
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9 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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10 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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11 See the GNU General Public License for more details.
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12
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13 You should have received a copy of the GNU General Public License
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14 along with this program. If not, see <http://www.gnu.org/licenses/>. */
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15
62
960206198cbd Documentation changes only. (Idea for new gui.content.Items module; unused gl.texture module commented out.)
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16 /++
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17 This module is unused and untested. The main reason being using glBindTexture to use multiple
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18 textures isn't working for me.
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19 ---
960206198cbd Documentation changes only. (Idea for new gui.content.Items module; unused gl.texture module commented out.)
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20
55
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21 /** Simple module for loading images.
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22 */
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23 module mde.resource.image;
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24
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25 import mde.resource.exception;
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26
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27 import tango.std.stringz;
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28
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29 import derelict.sdl.sdl;
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30 import derelict.sdl.image;
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31 import derelict.opengl.gl;
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32
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33 /// The usual texture....
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34 alias Texture!(GL_TEXTURE_2D) Texture2D;
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35
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36 /** Represents a texture. */
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37 class Texture(TARGET)
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38 {
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39 static assert (TARGET == GL_TEXTURE_1D ||
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40 TARGET == GL_TEXTURE_2D ||
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41 TARGET == GL_TEXTURE_3D ||
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42 TARGET == GL_TEXTURE_CUBE_MAP);
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43
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44 /** Create a new Texture.
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45 *
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46 * The Texture is not associated with an OpenGL texture name until load is called.
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47 *
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48 * Params:
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49 * components = The number of components per pixel, 3 (RGB) or 4 (RGBA), or 0 in which case
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50 * components is derived from the image loaded.
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51 */
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52 this (ubyte components) {
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53 components_ = components;
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54 }
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55 /// Free the texture ID.
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56 ~this () {
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57 glDeleteTextures(1, &texID);
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58 }
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59
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60 /// Bind as current opengl texture.
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61 void bind () {
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62 assert (texID != 0, "No texture loaded yet!");
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63 glBindTexture (TARGET, texID);
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64 }
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65
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66 /// Load from a file
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67 void load (char[] file) {
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68 static assert (TARGET == GL_TEXTURE_2D); // no other support
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69
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70 assert (texID == 0, "Texture already loaded.");
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71 glGenTextures (1, &texID);
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72 bind;
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73
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74 SDL_Surface* image;
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75 image = IMG_Load (toStringz(file));
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76 if (image is null)
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77 throw new ImageException ("Unable to load "~file);
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78 // SDL_Surfaces sometimes need locking... really just for spec compliance:
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79 assert (!SDL_MUSTLOCK(image), "Didn't expect to have to lock a surface loaded from a file; no locks used!");
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80
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81 GLenum format;
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82 if (image.format.BytesPerPixel == 3)
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83 format = GL_RGB;
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84 else if (image.format.BytesPerPixel == 4)
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85 format = GL_RGBA;
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86 else
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87 throw new ImageException ("Only 8-bit-per-channel RGB/RGBA images are supported");
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88
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89 // Assume format is RGB(A); i.e. don't bother checking what
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90 // image.format.[RGBA]mask/shift/loss are.
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91
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92 if (components_ == 0)
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93 components_ = image.format.BytesPerPixel;
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94
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95 if (image.pitch != image.w)
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96 throw new ImageException ("pitch != width; this is unsupported");
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97
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98 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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99 glPixelStorei (GL_UNPACK_ROW_LENGTH, 0);
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100 glTexImage2D(TARGET, 0, components_,
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101 w, h, 0,
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102 format, GL_UNSIGNED_BYTE, image.pixels);
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103
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104 SDL_FreeSurface (image);
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105 }
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106
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107 int width () { return w; }
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108 int height () { return h; }
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109 /// 3 for RGB, 4 for RGBA, 0 if no image loaded and format will be derived from the image.
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110 ubyte components () { return components_; }
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111
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112 private {
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113 int w, h; // size
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114 ubyte components_ = 0; // 3 for RGB, 4 for RGBA
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115 uint texID = 0;
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116 }
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117 }
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118
62
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119 ---
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120 +/