ES-DE/src/components/GuiImage.cpp

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#include "GuiImage.h"
#include <iostream>
#include <boost/filesystem.hpp>
int GuiImage::getWidth() { return mWidth; }
int GuiImage::getHeight() { return 100; }
GuiImage::GuiImage(int offsetX, int offsetY, std::string path, unsigned int maxWidth, unsigned int maxHeight, bool resizeExact)
{
mTextureID = 0;
mOffsetX = offsetX;
mOffsetY = offsetY;
//default origin (center of image)
mOriginX = 0.5;
mOriginY = 0.5;
mWidth = 0;
mHeight = 0;
mTiled = false;
mMaxWidth = maxWidth;
mMaxHeight = maxHeight;
mResizeExact = resizeExact;
mUseAlpha = false;
if(!path.empty())
setImage(path);
}
GuiImage::~GuiImage()
{
unloadImage();
}
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void GuiImage::loadImage(std::string path)
{
//make sure the file *exists*
if(!boost::filesystem::exists(path))
{
std::cerr << "File \"" << path << "\" not found!\n";
return;
}
FREE_IMAGE_FORMAT format = FIF_UNKNOWN;
FIBITMAP* image = NULL;
BYTE* imageData = NULL;
unsigned int width, height;
//detect the filetype
//format = FreeImage_GetFileType(path.c_str(), 0);
if(format == FIF_UNKNOWN)
format = FreeImage_GetFIFFromFilename(path.c_str());
if(format == FIF_UNKNOWN)
{
std::cerr << "Error - could not detect filetype for image \"" << path << "\"!\n";
return;
}
//make sure we can read this filetype first, then load it
if(FreeImage_FIFSupportsReading(format))
{
std::cout << "Loading image...";
image = FreeImage_Load(format, path.c_str());
std::cout << "success\n";
}else{
std::cerr << "Error - file format reading not supported for image \"" << path << "\"!\n";
return;
}
//make sure it loaded properly
if(!image)
{
std::cerr << "Error loading image \"" << path << "\"!\n";
return;
}
imageData = FreeImage_GetBits(image);
if(!imageData)
{
std::cerr << "Error retriving bits from image \"" << path << "\"!\n";
return;
}
width = FreeImage_GetWidth(image);
height = FreeImage_GetHeight(image);
if(!width || !height)
{
std::cerr << "Width or height are zero for image \"" << path << "\"!\n";
return;
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}
//force power of two for testing
width = 512; height = 512;
//now for the openGL texture stuff
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
mWidth = width;
mHeight = height;
//free the image data
FreeImage_Unload(image);
std::cout << "Image load successful, w: " << mWidth << " h: " << mHeight << " texID: " << mTextureID << "\n";
}
void GuiImage::unloadImage()
{
if(mTextureID)
{
std::cout << "deleting texture\n";
glDeleteTextures(1, &mTextureID);
mTextureID = 0;
}
}
void GuiImage::setImage(std::string path)
{
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if(mPath == path)
return;
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mPath = path;
unloadImage();
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if(!path.empty())
loadImage(path);
}
void GuiImage::setOrigin(float originX, float originY)
{
mOriginX = originX;
mOriginY = originY;
}
void GuiImage::setTiling(bool tile)
{
mTiled = tile;
if(mTiled)
mResizeExact = false;
}
void GuiImage::setAlpha(bool useAlpha)
{
mUseAlpha = useAlpha;
}
void GuiImage::onRender()
{
if(mTextureID)
{
glBindTexture(GL_TEXTURE_2D, mTextureID);
glEnable(GL_TEXTURE_2D);
GLfloat points[12];
points[0] = mOffsetX - (mWidth * mOriginX); points[1] = mOffsetY - (mHeight * mOriginY);
points[2] = mOffsetX - (mWidth * mOriginX); points[3] = mOffsetY + (mHeight * (1 - mOriginY));
points[4] = mOffsetX + (mWidth * (1 - mOriginX)); points[5] = mOffsetY - (mHeight * mOriginY);
points[6] = mOffsetX + (mWidth * (1 - mOriginX)); points[7] = mOffsetY - (mHeight * mOriginY);
points[8] = mOffsetX - (mWidth * mOriginX); points[9] = mOffsetY + (mHeight * (1 - mOriginY));
points[10] = mOffsetX + (mWidth * (1 -mOriginX)); points[11] = mOffsetY + (mHeight * (1 - mOriginY));
//std::cout << "x: " << points[0] << " y: " << points[1] << " to x: " << points[10] << " y: " << points[11] << std::endl;
//std::cout << "(w: " << mWidth << " h: " << mHeight << ")" << std::endl;
GLfloat texs[12];
texs[0] = 0; texs[1] = 0;
texs[2] = 0; texs[3] = 1;
texs[4] = 1; texs[5] = 0;
texs[6] = 1; texs[7] = 0;
texs[8] = 0; texs[9] = 1;
texs[10] = 1; texs[11] = 1;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, points);
glTexCoordPointer(2, GL_FLOAT, 0, texs);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
}