206 lines
4.5 KiB
C++
206 lines
4.5 KiB
C++
#include "ltexture.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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LTexture::LTexture(SDL_Renderer *gRenderer)
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{
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this->gRenderer = gRenderer;
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// Initialize
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mTexture = NULL;
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mWidth = 0;
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mHeight = 0;
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}
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LTexture::~LTexture()
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{
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// Deallocate
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free();
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}
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bool LTexture::loadFromFile(std::string path)
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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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printf("Image loaded: %s\n", filename.c_str());
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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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free();
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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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printf("Unable to load image %s!\n", path.c_str());
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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(gRenderer, loadedSurface);
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if (newTexture == nullptr)
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{
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printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
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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->mWidth = loadedSurface->w;
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this->mHeight = 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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mTexture = newTexture;
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return mTexture != nullptr;
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/*
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// Get rid of preexisting texture
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free();
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// The final texture
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SDL_Texture *newTexture = NULL;
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// Load image at specified path
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SDL_Surface *loadedSurface = IMG_Load(path.c_str());
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if (loadedSurface == NULL)
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{
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printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
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}
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else
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{
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// Color key image
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SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, COLOR_KEY_R, COLOR_KEY_G, COLOR_KEY_B));
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// Create texture from surface pixels
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newTexture = SDL_CreateTextureFromSurface(gRenderer, loadedSurface);
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if (newTexture == NULL)
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{
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printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
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}
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else
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{
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// Get image dimensions
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mWidth = loadedSurface->w;
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mHeight = loadedSurface->h;
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}
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// Get rid of old loaded surface
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SDL_FreeSurface(loadedSurface);
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}
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// Return success
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mTexture = newTexture;
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return mTexture != NULL;
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*/
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}
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bool LTexture::createBlank(int width, int height, SDL_TextureAccess access)
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{
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// Create uninitialized texture
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mTexture = SDL_CreateTexture(gRenderer, SDL_PIXELFORMAT_RGBA8888, access, width, height);
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if (mTexture == NULL)
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{
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printf("Unable to create blank texture! SDL Error: %s\n", SDL_GetError());
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}
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else
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{
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mWidth = width;
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mHeight = height;
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}
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return mTexture != NULL;
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}
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void LTexture::free()
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{
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// Free texture if it exists
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if (mTexture != NULL)
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{
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SDL_DestroyTexture(mTexture);
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mTexture = NULL;
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mWidth = 0;
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mHeight = 0;
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}
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}
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void LTexture::setColor(Uint8 red, Uint8 green, Uint8 blue)
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{
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// Modulate texture rgb
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SDL_SetTextureColorMod(mTexture, red, green, blue);
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}
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void LTexture::setBlendMode(SDL_BlendMode blending)
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{
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// Set blending function
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SDL_SetTextureBlendMode(mTexture, blending);
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}
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void LTexture::setAlpha(Uint8 alpha)
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{
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// Modulate texture alpha
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SDL_SetTextureAlphaMod(mTexture, alpha);
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}
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void LTexture::render(int x, int y, SDL_Rect *clip, double angle, SDL_Point *center, SDL_RendererFlip flip)
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{
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// Set rendering space and render to screen
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SDL_Rect renderQuad = {x, y, mWidth, mHeight};
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// Set clip rendering dimensions
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if (clip != NULL)
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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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// Render to screen
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SDL_RenderCopyEx(gRenderer, mTexture, clip, &renderQuad, angle, center, flip);
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}
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void LTexture::setAsRenderTarget()
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{
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// Make self render target
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SDL_SetRenderTarget(gRenderer, mTexture);
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}
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int LTexture::getWidth()
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{
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return mWidth;
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}
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int LTexture::getHeight()
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{
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return mHeight;
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} |