348 lines
6.7 KiB
C++
348 lines
6.7 KiB
C++
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#include "texture.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "gif.c"
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#include <iostream>
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// Constructor
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Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
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{
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// Copia punteros
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this->renderer = renderer;
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this->path = path;
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// Inicializa
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surface = nullptr;
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texture = nullptr;
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width = 0;
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height = 0;
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for (int i = 0; i < 256; ++i)
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{
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paleta[i] = 0;
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}
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// Carga el fichero en la textura
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if (path != "")
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{
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// Obtiene la extensión
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const std::string extension = path.substr(path.find_last_of(".") + 1);
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// .png
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if (extension == "png")
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{
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loadFromFile(path, renderer, verbose);
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}
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// .gif
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else if (extension == "gif")
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{
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surface = loadSurface(path.c_str());
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loadPal(path.c_str());
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setPal(0, 0x00000000);
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createBlank(renderer, width, height);
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flipSurface();
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}
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}
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}
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// Destructor
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Texture::~Texture()
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{
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// Libera memoria
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unload();
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}
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// Carga una imagen desde un fichero
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bool Texture::loadFromFile(std::string path, SDL_Renderer *renderer, bool verbose)
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{
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const std::string filename = path.substr(path.find_last_of("\\/") + 1);
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int req_format = STBI_rgb_alpha;
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int width, height, orig_format;
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unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
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if (data == nullptr)
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{
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SDL_Log("Loading image failed: %s", stbi_failure_reason());
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exit(1);
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}
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else
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{
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if (verbose)
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{
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std::cout << "Image loaded: " << filename.c_str() << std::endl;
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}
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}
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int depth, pitch;
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Uint32 pixel_format;
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if (req_format == STBI_rgb)
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{
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depth = 24;
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pitch = 3 * width; // 3 bytes por pixel * pixels per linea
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pixel_format = SDL_PIXELFORMAT_RGB24;
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}
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else
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{ // STBI_rgb_alpha (RGBA)
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depth = 32;
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pitch = 4 * width;
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pixel_format = SDL_PIXELFORMAT_RGBA32;
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}
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// Limpia
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unload();
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// La textura final
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SDL_Texture *newTexture = nullptr;
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// Carga la imagen desde una ruta específica
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SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceWithFormatFrom((void *)data, width, height, depth, pitch, pixel_format);
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if (loadedSurface == nullptr)
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{
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if (verbose)
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{
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std::cout << "Unable to load image " << path.c_str() << std::endl;
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}
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}
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else
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{
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// Crea la textura desde los pixels de la surface
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newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
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if (newTexture == nullptr)
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{
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if (verbose)
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{
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std::cout << "Unable to create texture from " << path.c_str() << "! SDL Error: " << SDL_GetError() << std::endl;
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}
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}
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else
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{
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// Obtiene las dimensiones de la imagen
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this->width = loadedSurface->w;
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this->height = loadedSurface->h;
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}
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// Elimina la textura cargada
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SDL_FreeSurface(loadedSurface);
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}
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// Return success
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stbi_image_free(data);
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texture = newTexture;
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return texture != nullptr;
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}
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// Crea una textura en blanco
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bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_PixelFormatEnum format, SDL_TextureAccess access)
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{
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// Crea una textura sin inicializar
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texture = SDL_CreateTexture(renderer, format, access, width, height);
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if (texture == nullptr)
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{
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std::cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << std::endl;
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}
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else
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{
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this->width = width;
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this->height = height;
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}
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return texture != nullptr;
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}
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// Libera la memoria de la textura
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void Texture::unload()
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{
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// Libera la textura
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if (texture != nullptr)
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{
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SDL_DestroyTexture(texture);
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texture = nullptr;
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width = 0;
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height = 0;
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}
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// Libera la surface
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if (surface != nullptr)
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{
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deleteSurface(surface);
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surface = nullptr;
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}
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}
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// Establece el color para la modulacion
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void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue)
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{
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SDL_SetTextureColorMod(texture, red, green, blue);
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}
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// Establece el blending
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void Texture::setBlendMode(SDL_BlendMode blending)
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{
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SDL_SetTextureBlendMode(texture, blending);
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}
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// Establece el alpha para la modulación
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void Texture::setAlpha(Uint8 alpha)
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{
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SDL_SetTextureAlphaMod(texture, alpha);
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}
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// Renderiza la textura en un punto específico
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void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
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{
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// Establece el destino de renderizado en la pantalla
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SDL_Rect renderQuad = {x, y, width, height};
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// Obtiene las dimesiones del clip de renderizado
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if (clip != nullptr)
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{
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renderQuad.w = clip->w;
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renderQuad.h = clip->h;
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}
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renderQuad.w = renderQuad.w * zoomW;
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renderQuad.h = renderQuad.h * zoomH;
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// Renderiza a pantalla
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SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
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}
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// Establece la textura como objetivo de renderizado
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void Texture::setAsRenderTarget(SDL_Renderer *renderer)
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{
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SDL_SetRenderTarget(renderer, texture);
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}
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// Obtiene el ancho de la imagen
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int Texture::getWidth()
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{
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return width;
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}
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// Obtiene el alto de la imagen
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int Texture::getHeight()
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{
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return height;
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}
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// Recarga la textura
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bool Texture::reLoad()
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{
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return loadFromFile(path, renderer);
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}
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// Obtiene la textura
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SDL_Texture *Texture::getSDLTexture()
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{
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return texture;
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}
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// Crea una nueva surface
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Surface Texture::newSurface(int w, int h)
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{
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Surface surf = (Surface)malloc(sizeof(surface_s));
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surf->w = w;
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surf->h = h;
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surf->data = (Uint8 *)malloc(w * h);
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return surf;
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}
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// Elimina una surface
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void Texture::deleteSurface(Surface surface)
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{
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if (surface == nullptr)
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{
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return;
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}
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if (surface->data != nullptr)
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{
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free(surface->data);
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}
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free(surface);
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}
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// Crea una surface desde un fichero .gif
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Surface Texture::loadSurface(const char *filename)
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{
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FILE *f = fopen(filename, "rb");
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if (!f)
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{
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return NULL;
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}
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fseek(f, 0, SEEK_END);
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long size = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8 *)malloc(size);
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fread(buffer, size, 1, f);
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fclose(f);
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Uint16 w, h;
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Uint8 *pixels = LoadGif(buffer, &w, &h);
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if (pixels == NULL)
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{
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return NULL;
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}
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Surface surface = (Surface)malloc(sizeof(surface_s));
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surface->w = w;
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surface->h = h;
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surface->data = pixels;
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free(buffer);
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this->width = w;
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this->height = h;
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return surface;
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}
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// Vuelca la surface en la textura
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void Texture::flipSurface()
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{
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Uint32 *pixels;
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int pitch;
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SDL_LockTexture(texture, nullptr, (void **)&pixels, &pitch);
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for (int i = 0; i < width * height; ++i)
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{
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pixels[i] = paleta[surface->data[i]];
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}
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SDL_UnlockTexture(texture);
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}
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// Establece un color de la paleta
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void Texture::setPal(int index, Uint32 color)
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{
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paleta[index] = color;
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}
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// Carga una paleta desde un fichero
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void Texture::loadPal(const char *filename)
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{
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FILE *f = fopen(filename, "rb");
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if (!f)
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{
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return;
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}
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fseek(f, 0, SEEK_END);
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long size = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8 *)malloc(size);
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fread(buffer, size, 1, f);
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fclose(f);
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Uint32 *pal = LoadPalette(buffer);
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if (pal == NULL)
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{
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return;
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}
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free(buffer);
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for (int i = 0; i < 256; ++i)
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{
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paleta[i] = (pal[i] << 8) + 255;
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}
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} |