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| SDL_Surface * flipSurface(SDL_Surface * surface);
GLuint loadTexture(const char * filename,bool useMipMap)
{
GLuint glID;
SDL_Surface * picture_surface = NULL;
SDL_Surface *gl_surface = NULL;
SDL_Surface * gl_fliped_surface = NULL;
Uint32 rmask, gmask, bmask, amask;
picture_surface = IMG_Load(filename);
if (picture_surface == NULL)
return 0;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
rmask = 0xff000000;
gmask = 0x00ff0000;
bmask = 0x0000ff00;
amask = 0x000000ff;
#else
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
#endif
SDL_PixelFormat format = *(picture_surface->format);
format.BitsPerPixel = 32;
format.BytesPerPixel = 4;
format.Rmask = rmask;
format.Gmask = gmask;
format.Bmask = bmask;
format.Amask = amask;
gl_surface = SDL_ConvertSurface(picture_surface,&format,SDL_SWSURFACE);
gl_fliped_surface = flipSurface(gl_surface);
glGenTextures(1, &glID);
glBindTexture(GL_TEXTURE_2D, glID);
if (useMipMap)
{
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, gl_fliped_surface->w,
gl_fliped_surface->h, GL_RGBA,GL_UNSIGNED_BYTE,
gl_fliped_surface->pixels);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, 4, gl_fliped_surface->w,
gl_fliped_surface->h, 0, GL_RGBA,GL_UNSIGNED_BYTE,
gl_fliped_surface->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
SDL_FreeSurface(gl_fliped_surface);
SDL_FreeSurface(gl_surface);
SDL_FreeSurface(picture_surface);
return glID;
} |
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