Files
demo5_sprites_bouncing/source/texture.cpp
2025-03-24 12:48:32 +01:00

120 lines
2.5 KiB
C++

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <stdio.h>
#include <string>
#include "texture.h"
Texture::Texture(SDL_Renderer *renderer)
: renderer_(renderer), texture_(nullptr), width_(0), height_(0) {}
Texture::Texture(SDL_Renderer *renderer, std::string file_path)
: renderer_(renderer), texture_(nullptr), width_(0), height_(0)
{
loadFromFile(file_path);
}
Texture::~Texture()
{
free();
}
bool Texture::loadFromFile(std::string file_path)
{
const std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char *data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
if (data == nullptr)
{
SDL_Log("Loading image failed: %s", stbi_failure_reason());
exit(1);
}
else
{
std::cout << "Image loaded: " << filename.c_str() << std::endl;
}
int pitch;
SDL_PixelFormat pixel_format;
if (req_format == STBI_rgb)
{
pitch = 3 * width; // 3 bytes por pixel * pixels por linea
pixel_format = SDL_PIXELFORMAT_RGB24;
}
else
{ // STBI_rgb_alpha (RGBA)
pitch = 4 * width;
pixel_format = SDL_PIXELFORMAT_RGBA32;
}
// Limpia
free();
// La textura final
SDL_Texture *new_texture = nullptr;
// Carga la imagen desde una ruta específica
SDL_Surface *loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, (void *)data, pitch);
if (loaded_surface == nullptr)
{
std::cout << "Unable to load image " << file_path << std::endl;
}
else
{
// Crea la textura desde los pixels de la surface
new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
if (new_texture == nullptr)
{
std::cout << "Unable to create texture from " << file_path << "! SDL Error: " << SDL_GetError() << std::endl;
}
else
{
// Obtiene las dimensiones de la imagen
width_ = loaded_surface->w;
height_ = loaded_surface->h;
}
// Elimina la textura cargada
SDL_DestroySurface(loaded_surface);
}
// Return success
stbi_image_free(data);
texture_ = new_texture;
return texture_ != nullptr;
}
void Texture::free()
{
// Free texture if it exists
if (texture_ != NULL)
{
SDL_DestroyTexture(texture_);
texture_ = NULL;
width_ = 0;
height_ = 0;
}
}
void Texture::render(SDL_FRect *src, SDL_FRect *dst)
{
// Render to screen
SDL_RenderTexture(renderer_, texture_, src, dst);
}
int Texture::getWidth()
{
return width_;
}
int Texture::getHeight()
{
return height_;
}
// Modulación de color
void Texture::setColor(int r, int g, int b)
{
SDL_SetTextureColorMod(texture_, r, g, b);
}